Coverage Report

Created: 2024-03-27 06:16

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90.5 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
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// - Homepage ................... https://github.com/ocornut/imgui
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// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
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// - Gallery .................... https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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//   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
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//   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
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//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
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//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
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//   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
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//   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
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// - Issues & support ........... https://github.com/ocornut/imgui/issues
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// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2024 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] ITEM SUBMISSION
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
398
                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
399
                     continue;
400
401
                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
402
                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
403
                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
404
                 // - Clipping coordinates are provided in imgui coordinates space:
405
                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
406
                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
407
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
408
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
409
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
410
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
411
412
                 // The texture for the draw call is specified by pcmd->GetTexID().
413
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
414
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
415
416
                 // Render 'pcmd->ElemCount/3' indexed triangles.
417
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
418
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
419
             }
420
          }
421
       }
422
    }
423
424
425
 API BREAKING CHANGES
426
 ====================
427
428
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
429
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
430
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
431
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
432
433
(Docking/Viewport Branch)
434
 - 2024/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
435
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
436
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
437
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
438
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
439
440
 - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417)
441
 - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
442
                           - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
443
 - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
444
 - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
445
 - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
446
 - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
447
 - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
448
 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
449
 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
450
                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
451
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
452
                           - old: BeginChild("Name", size, true)
453
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
454
                           - old: BeginChild("Name", size, false)
455
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
456
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
457
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
458
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
459
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
460
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
461
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
462
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
463
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
464
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
465
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
466
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
467
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
468
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
469
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
470
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
471
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
472
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
473
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
474
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
475
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
476
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
477
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
478
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
479
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
480
                           - ListBoxFooter()  -> use EndListBox()
481
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
482
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
483
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
484
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
485
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
486
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
487
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
488
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
489
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
490
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
491
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
492
                         it has been frequently requested by people to use our own. We had an opt-in define which was
493
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
494
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
495
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
496
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
497
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
498
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
499
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
500
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
501
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
502
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
503
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
504
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
505
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
506
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
507
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
508
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
509
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
510
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
511
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
512
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
513
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
514
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
515
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
516
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
517
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
518
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
519
                         - previously this would make the window content size ~200x200:
520
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
521
                         - instead, please submit an item:
522
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
523
                         - alternative:
524
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
525
                         - content size is now only extended when submitting an item!
526
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
527
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
528
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
529
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
530
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
531
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
532
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
533
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
534
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
535
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
536
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
537
                        - Official backends from 1.87+                  -> no issue.
538
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
539
                        - Custom backends not writing to io.NavInputs[] -> no issue.
540
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
541
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
542
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
543
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
544
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
545
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
546
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
547
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
548
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
549
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
550
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
551
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
552
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
553
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
554
                       read https://github.com/ocornut/imgui/issues/4921 for details.
555
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
556
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
557
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
558
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
559
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
560
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
561
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
562
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
563
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
564
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
565
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
566
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
567
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
568
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
569
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
570
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
571
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
572
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
573
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
574
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
575
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
576
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
577
                        - if you are using official backends from the source tree: you have nothing to do.
578
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
579
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
580
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
581
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
582
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
583
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
584
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
585
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
586
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
587
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
588
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
589
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
590
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
591
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
592
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
593
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
594
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
595
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
596
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
597
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
598
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
599
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
600
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
601
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
602
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
603
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
604
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
605
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
606
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
607
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
608
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
609
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
610
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
611
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
612
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
613
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
614
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
615
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
616
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
617
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
618
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
619
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
620
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
621
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
622
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
623
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
624
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
625
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
626
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
627
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
628
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
629
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
630
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
631
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
632
                       - if you omitted the 'power' parameter (likely!), you are not affected.
633
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
634
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
635
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
636
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
637
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
638
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
639
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
640
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
641
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
642
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
643
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
644
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
645
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
646
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
647
                       - ShowTestWindow()                    -> use ShowDemoWindow()
648
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
649
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
650
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
651
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
652
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
653
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
654
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
655
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
656
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
657
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
658
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
659
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
660
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
661
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
662
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
663
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
664
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
665
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
666
                       - ImFont::Glyph                       -> use ImFontGlyph
667
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
668
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
669
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
670
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
671
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
672
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
673
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
674
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
675
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
676
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
677
                       Please reach out if you are affected.
678
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
679
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
680
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
681
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
682
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
683
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
684
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
685
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
686
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
687
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
688
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
689
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
690
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
691
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
692
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
693
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
694
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
695
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
696
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
697
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
698
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
699
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
700
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
701
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
702
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
703
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
704
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
705
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
706
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
707
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
708
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
709
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
710
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
711
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
712
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
713
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
714
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
715
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
716
                       consistent with other functions. Kept redirection functions (will obsolete).
717
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
718
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
719
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
720
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
721
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
722
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
723
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
724
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
725
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
726
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
727
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
728
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
729
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
730
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
731
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
732
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
733
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
734
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
735
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
736
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
737
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
738
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
739
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
740
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
741
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
742
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
743
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
744
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
745
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
746
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
747
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
748
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
749
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
750
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
751
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
752
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
753
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
754
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
755
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
756
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
757
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
758
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
759
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
760
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
761
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
762
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
763
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
764
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
765
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
766
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
767
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
768
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
769
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
770
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
771
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
772
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
773
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
774
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
775
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
776
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
777
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
778
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
779
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
780
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
781
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
782
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
783
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
784
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
785
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
786
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
787
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
788
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
789
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
790
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
791
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
792
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
793
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
794
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
795
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
796
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
797
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
798
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
799
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
800
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
801
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
802
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
803
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
804
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
805
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
806
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
807
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
808
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
809
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
810
                     - the signature of the io.RenderDrawListsFn handler has changed!
811
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
812
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
813
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
814
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
815
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
816
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
817
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
818
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
819
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
820
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
821
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
822
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
823
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
824
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
825
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
826
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
827
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
828
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
829
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
830
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
831
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
832
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
833
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
834
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
835
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
836
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
837
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
838
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
839
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
840
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
841
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
842
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
843
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
844
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
845
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
846
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
847
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
848
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
849
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
850
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
851
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
852
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
853
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
854
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
855
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
856
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
857
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
858
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
859
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
860
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
861
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
862
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
863
864
865
 FREQUENTLY ASKED QUESTIONS (FAQ)
866
 ================================
867
868
 Read all answers online:
869
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
870
 Read all answers locally (with a text editor or ideally a Markdown viewer):
871
   docs/FAQ.md
872
 Some answers are copied down here to facilitate searching in code.
873
874
 Q&A: Basics
875
 ===========
876
877
 Q: Where is the documentation?
878
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
879
    - Run the examples/ applications and explore them.
880
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
881
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
882
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
883
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
884
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
885
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
886
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
887
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
888
    - Your programming IDE is your friend, find the type or function declaration to find comments
889
      associated with it.
890
891
 Q: What is this library called?
892
 Q: Which version should I get?
893
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
894
 >> See https://www.dearimgui.com/faq for details.
895
896
 Q&A: Integration
897
 ================
898
899
 Q: How to get started?
900
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
901
902
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
903
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
904
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
905
906
 Q. How can I enable keyboard or gamepad controls?
907
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
908
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
909
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
910
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
911
 >> See https://www.dearimgui.com/faq
912
913
 Q&A: Usage
914
 ----------
915
916
 Q: About the ID Stack system..
917
   - Why is my widget not reacting when I click on it?
918
   - How can I have widgets with an empty label?
919
   - How can I have multiple widgets with the same label?
920
   - How can I have multiple windows with the same label?
921
 Q: How can I display an image? What is ImTextureID, how does it work?
922
 Q: How can I use my own math types instead of ImVec2?
923
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
924
 Q: How can I display custom shapes? (using low-level ImDrawList API)
925
 >> See https://www.dearimgui.com/faq
926
927
 Q&A: Fonts, Text
928
 ================
929
930
 Q: How should I handle DPI in my application?
931
 Q: How can I load a different font than the default?
932
 Q: How can I easily use icons in my application?
933
 Q: How can I load multiple fonts?
934
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
935
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
936
937
 Q&A: Concerns
938
 =============
939
940
 Q: Who uses Dear ImGui?
941
 Q: Can you create elaborate/serious tools with Dear ImGui?
942
 Q: Can you reskin the look of Dear ImGui?
943
 Q: Why using C++ (as opposed to C)?
944
 >> See https://www.dearimgui.com/faq
945
946
 Q&A: Community
947
 ==============
948
949
 Q: How can I help?
950
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
951
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
952
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
953
      >>> See https://github.com/ocornut/imgui/wiki/Funding
954
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
955
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
956
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
957
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
958
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
959
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
960
961
*/
962
963
//-------------------------------------------------------------------------
964
// [SECTION] INCLUDES
965
//-------------------------------------------------------------------------
966
967
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
968
#define _CRT_SECURE_NO_WARNINGS
969
#endif
970
971
#ifndef IMGUI_DEFINE_MATH_OPERATORS
972
#define IMGUI_DEFINE_MATH_OPERATORS
973
#endif
974
975
#include "imgui.h"
976
#ifndef IMGUI_DISABLE
977
#include "imgui_internal.h"
978
979
// System includes
980
#include <stdio.h>      // vsnprintf, sscanf, printf
981
#include <stdint.h>     // intptr_t
982
983
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
984
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
985
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
986
#endif
987
988
// [Windows] OS specific includes (optional)
989
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
990
#define IMGUI_DISABLE_WIN32_FUNCTIONS
991
#endif
992
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
993
#ifndef WIN32_LEAN_AND_MEAN
994
#define WIN32_LEAN_AND_MEAN
995
#endif
996
#ifndef NOMINMAX
997
#define NOMINMAX
998
#endif
999
#ifndef __MINGW32__
1000
#include <Windows.h>        // _wfopen, OpenClipboard
1001
#else
1002
#include <windows.h>
1003
#endif
1004
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
1005
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
1006
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
1007
#endif
1008
#endif
1009
1010
// [Apple] OS specific includes
1011
#if defined(__APPLE__)
1012
#include <TargetConditionals.h>
1013
#endif
1014
1015
// Visual Studio warnings
1016
#ifdef _MSC_VER
1017
#pragma warning (disable: 4127)             // condition expression is constant
1018
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1019
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1020
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1021
#endif
1022
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1023
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1024
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1025
#endif
1026
1027
// Clang/GCC warnings with -Weverything
1028
#if defined(__clang__)
1029
#if __has_warning("-Wunknown-warning-option")
1030
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1031
#endif
1032
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1033
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1034
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1035
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1036
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1037
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1038
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1039
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1040
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1041
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1042
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1043
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1044
#elif defined(__GNUC__)
1045
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1046
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1047
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1048
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1049
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1050
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1051
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1052
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1053
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1054
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1055
#endif
1056
1057
// Debug options
1058
129k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1059
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1060
1061
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1062
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1063
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1064
1065
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER             = 0.10f;    // Time to highlight an item activated by a shortcut.
1066
1067
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1068
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1069
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1070
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1071
1072
// Tooltip offset
1073
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1074
1075
// Docking
1076
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1077
1078
//-------------------------------------------------------------------------
1079
// [SECTION] FORWARD DECLARATIONS
1080
//-------------------------------------------------------------------------
1081
1082
static void             SetCurrentWindow(ImGuiWindow* window);
1083
static void             FindHoveredWindow();
1084
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1085
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1086
1087
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1088
1089
// Settings
1090
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1091
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1092
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1093
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1094
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1095
1096
// Platform Dependents default implementation for IO functions
1097
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1098
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1099
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1100
1101
namespace ImGui
1102
{
1103
// Navigation
1104
static void             NavUpdate();
1105
static void             NavUpdateWindowing();
1106
static void             NavUpdateWindowingOverlay();
1107
static void             NavUpdateCancelRequest();
1108
static void             NavUpdateCreateMoveRequest();
1109
static void             NavUpdateCreateTabbingRequest();
1110
static float            NavUpdatePageUpPageDown();
1111
static inline void      NavUpdateAnyRequestFlag();
1112
static void             NavUpdateCreateWrappingRequest();
1113
static void             NavEndFrame();
1114
static bool             NavScoreItem(ImGuiNavItemData* result);
1115
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1116
static void             NavProcessItem();
1117
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1118
static ImVec2           NavCalcPreferredRefPos();
1119
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1120
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1121
static void             NavRestoreLayer(ImGuiNavLayer layer);
1122
static int              FindWindowFocusIndex(ImGuiWindow* window);
1123
1124
// Error Checking and Debug Tools
1125
static void             ErrorCheckNewFrameSanityChecks();
1126
static void             ErrorCheckEndFrameSanityChecks();
1127
static void             UpdateDebugToolItemPicker();
1128
static void             UpdateDebugToolStackQueries();
1129
static void             UpdateDebugToolFlashStyleColor();
1130
1131
// Inputs
1132
static void             UpdateKeyboardInputs();
1133
static void             UpdateMouseInputs();
1134
static void             UpdateMouseWheel();
1135
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1136
1137
// Misc
1138
static void             UpdateSettings();
1139
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1140
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1141
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1142
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1143
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1144
static void             RenderDimmedBackgrounds();
1145
1146
// Viewports
1147
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1148
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1149
static void             DestroyViewport(ImGuiViewportP* viewport);
1150
static void             UpdateViewportsNewFrame();
1151
static void             UpdateViewportsEndFrame();
1152
static void             WindowSelectViewport(ImGuiWindow* window);
1153
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1154
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1155
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1156
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1157
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1158
static int              FindPlatformMonitorForRect(const ImRect& r);
1159
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1160
1161
}
1162
1163
//-----------------------------------------------------------------------------
1164
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1165
//-----------------------------------------------------------------------------
1166
1167
// DLL users:
1168
// - Heaps and globals are not shared across DLL boundaries!
1169
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1170
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1171
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1172
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1173
1174
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1175
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1176
//   Change to a different context by calling ImGui::SetCurrentContext().
1177
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1178
//   If you want thread-safety to allow N threads to access N different contexts:
1179
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1180
//         struct ImGuiContext;
1181
//         extern thread_local ImGuiContext* MyImGuiTLS;
1182
//         #define GImGui MyImGuiTLS
1183
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1184
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1185
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1186
// - DLL users: read comments above.
1187
#ifndef GImGui
1188
ImGuiContext*   GImGui = NULL;
1189
#endif
1190
1191
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1192
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1193
// - DLL users: read comments above.
1194
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1195
3.67k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1196
3.51k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1197
#else
1198
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1199
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1200
#endif
1201
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1202
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1203
static void*                GImAllocatorUserData = NULL;
1204
1205
//-----------------------------------------------------------------------------
1206
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1207
//-----------------------------------------------------------------------------
1208
1209
ImGuiStyle::ImGuiStyle()
1210
3
{
1211
3
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1212
3
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1213
3
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1214
3
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1215
3
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1216
3
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1217
3
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1218
3
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1219
3
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1220
3
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1221
3
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1222
3
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1223
3
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1224
3
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1225
3
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1226
3
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1227
3
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1228
3
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1229
3
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1230
3
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1231
3
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1232
3
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1233
3
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1234
3
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1235
3
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1236
3
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1237
3
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1238
3
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1239
3
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1240
3
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1241
3
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1242
3
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1243
3
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1244
3
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1245
3
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1246
3
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1247
3
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1248
3
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1249
3
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1250
3
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1251
3
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1252
3
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1253
3
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1254
3
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1255
3
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1256
3
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1257
1258
    // Behaviors
1259
3
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1260
3
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1261
3
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1262
3
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1263
3
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1264
1265
    // Default theme
1266
3
    ImGui::StyleColorsDark(this);
1267
3
}
1268
1269
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1270
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1271
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1272
0
{
1273
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1274
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1275
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1276
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1277
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1278
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1279
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1280
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1281
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1282
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1283
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1284
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1285
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1286
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1287
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1288
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1289
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1290
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1291
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1292
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1293
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1294
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1295
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1296
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1297
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1298
0
}
1299
1300
ImGuiIO::ImGuiIO()
1301
3
{
1302
    // Most fields are initialized with zero
1303
3
    memset(this, 0, sizeof(*this));
1304
3
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1305
1306
    // Settings
1307
3
    ConfigFlags = ImGuiConfigFlags_None;
1308
3
    BackendFlags = ImGuiBackendFlags_None;
1309
3
    DisplaySize = ImVec2(-1.0f, -1.0f);
1310
3
    DeltaTime = 1.0f / 60.0f;
1311
3
    IniSavingRate = 5.0f;
1312
3
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1313
3
    LogFilename = "imgui_log.txt";
1314
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1315
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1316
        KeyMap[i] = -1;
1317
#endif
1318
3
    UserData = NULL;
1319
1320
3
    Fonts = NULL;
1321
3
    FontGlobalScale = 1.0f;
1322
3
    FontDefault = NULL;
1323
3
    FontAllowUserScaling = false;
1324
3
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1325
1326
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1327
3
    ConfigDockingNoSplit = false;
1328
3
    ConfigDockingWithShift = false;
1329
3
    ConfigDockingAlwaysTabBar = false;
1330
3
    ConfigDockingTransparentPayload = false;
1331
1332
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1333
3
    ConfigViewportsNoAutoMerge = false;
1334
3
    ConfigViewportsNoTaskBarIcon = false;
1335
3
    ConfigViewportsNoDecoration = true;
1336
3
    ConfigViewportsNoDefaultParent = false;
1337
1338
    // Miscellaneous options
1339
3
    MouseDrawCursor = false;
1340
#ifdef __APPLE__
1341
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1342
#else
1343
3
    ConfigMacOSXBehaviors = false;
1344
3
#endif
1345
3
    ConfigInputTrickleEventQueue = true;
1346
3
    ConfigInputTextCursorBlink = true;
1347
3
    ConfigInputTextEnterKeepActive = false;
1348
3
    ConfigDragClickToInputText = false;
1349
3
    ConfigWindowsResizeFromEdges = true;
1350
3
    ConfigWindowsMoveFromTitleBarOnly = false;
1351
3
    ConfigMemoryCompactTimer = 60.0f;
1352
3
    ConfigDebugBeginReturnValueOnce = false;
1353
3
    ConfigDebugBeginReturnValueLoop = false;
1354
1355
    // Inputs Behaviors
1356
3
    MouseDoubleClickTime = 0.30f;
1357
3
    MouseDoubleClickMaxDist = 6.0f;
1358
3
    MouseDragThreshold = 6.0f;
1359
3
    KeyRepeatDelay = 0.275f;
1360
3
    KeyRepeatRate = 0.050f;
1361
1362
    // Platform Functions
1363
    // Note: Initialize() will setup default clipboard/ime handlers.
1364
3
    BackendPlatformName = BackendRendererName = NULL;
1365
3
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1366
3
    PlatformLocaleDecimalPoint = '.';
1367
1368
    // Input (NB: we already have memset zero the entire structure!)
1369
3
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1370
3
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1371
3
    MouseSource = ImGuiMouseSource_Mouse;
1372
18
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1373
465
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1374
3
    AppAcceptingEvents = true;
1375
3
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1376
3
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1377
3
}
1378
1379
// Pass in translated ASCII characters for text input.
1380
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1381
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1382
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1383
void ImGuiIO::AddInputCharacter(unsigned int c)
1384
8.15k
{
1385
8.15k
    IM_ASSERT(Ctx != NULL);
1386
8.15k
    ImGuiContext& g = *Ctx;
1387
8.15k
    if (c == 0 || !AppAcceptingEvents)
1388
1.91k
        return;
1389
1390
6.24k
    ImGuiInputEvent e;
1391
6.24k
    e.Type = ImGuiInputEventType_Text;
1392
6.24k
    e.Source = ImGuiInputSource_Keyboard;
1393
6.24k
    e.EventId = g.InputEventsNextEventId++;
1394
6.24k
    e.Text.Char = c;
1395
6.24k
    g.InputEventsQueue.push_back(e);
1396
6.24k
}
1397
1398
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1399
// we should save the high surrogate.
1400
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1401
5.54k
{
1402
5.54k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1403
470
        return;
1404
1405
5.07k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1406
1.55k
    {
1407
1.55k
        if (InputQueueSurrogate != 0)
1408
720
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1409
1.55k
        InputQueueSurrogate = c;
1410
1.55k
        return;
1411
1.55k
    }
1412
1413
3.51k
    ImWchar cp = c;
1414
3.51k
    if (InputQueueSurrogate != 0)
1415
774
    {
1416
774
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1417
515
        {
1418
515
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1419
515
        }
1420
259
        else
1421
259
        {
1422
259
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1423
259
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1424
#else
1425
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1426
#endif
1427
259
        }
1428
1429
774
        InputQueueSurrogate = 0;
1430
774
    }
1431
3.51k
    AddInputCharacter((unsigned)cp);
1432
3.51k
}
1433
1434
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1435
113
{
1436
113
    if (!AppAcceptingEvents)
1437
0
        return;
1438
113
    while (*utf8_chars != 0)
1439
0
    {
1440
0
        unsigned int c = 0;
1441
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1442
0
        AddInputCharacter(c);
1443
0
    }
1444
113
}
1445
1446
// Clear all incoming events.
1447
void ImGuiIO::ClearEventsQueue()
1448
0
{
1449
0
    IM_ASSERT(Ctx != NULL);
1450
0
    ImGuiContext& g = *Ctx;
1451
0
    g.InputEventsQueue.clear();
1452
0
}
1453
1454
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1455
void ImGuiIO::ClearInputKeys()
1456
12.8k
{
1457
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1458
    memset(KeysDown, 0, sizeof(KeysDown));
1459
#endif
1460
1.99M
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1461
1.98M
    {
1462
1.98M
        KeysData[n].Down             = false;
1463
1.98M
        KeysData[n].DownDuration     = -1.0f;
1464
1.98M
        KeysData[n].DownDurationPrev = -1.0f;
1465
1.98M
    }
1466
12.8k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1467
12.8k
    KeyMods = ImGuiMod_None;
1468
12.8k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1469
77.1k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1470
64.3k
    {
1471
64.3k
        MouseDown[n] = false;
1472
64.3k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1473
64.3k
    }
1474
12.8k
    MouseWheel = MouseWheelH = 0.0f;
1475
12.8k
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1476
12.8k
}
1477
1478
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1479
// Current frame character buffer is now also cleared by ClearInputKeys().
1480
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1481
void ImGuiIO::ClearInputCharacters()
1482
{
1483
    InputQueueCharacters.resize(0);
1484
}
1485
#endif
1486
1487
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1488
23.0k
{
1489
23.0k
    ImGuiContext& g = *ctx;
1490
38.4k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1491
23.9k
    {
1492
23.9k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1493
23.9k
        if (e->Type != type)
1494
10.5k
            continue;
1495
13.4k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1496
2.30k
            continue;
1497
11.1k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1498
2.60k
            continue;
1499
8.53k
        return e;
1500
11.1k
    }
1501
14.5k
    return NULL;
1502
23.0k
}
1503
1504
// Queue a new key down/up event.
1505
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1506
// - bool down:          Is the key down? use false to signify a key release.
1507
// - float analog_value: 0.0f..1.0f
1508
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1509
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1510
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1511
7.31k
{
1512
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1513
7.31k
    IM_ASSERT(Ctx != NULL);
1514
7.31k
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1515
0
        return;
1516
7.31k
    ImGuiContext& g = *Ctx;
1517
7.31k
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1518
7.31k
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1519
7.31k
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1520
1521
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1522
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1523
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1524
    if (BackendUsingLegacyKeyArrays == -1)
1525
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1526
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1527
    BackendUsingLegacyKeyArrays = 0;
1528
#endif
1529
7.31k
    if (ImGui::IsGamepadKey(key))
1530
39
        BackendUsingLegacyNavInputArray = false;
1531
1532
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1533
7.31k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1534
7.31k
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1535
7.31k
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1536
7.31k
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1537
7.31k
    if (latest_key_down == down && latest_key_analog == analog_value)
1538
1.12k
        return;
1539
1540
    // Add event
1541
6.18k
    ImGuiInputEvent e;
1542
6.18k
    e.Type = ImGuiInputEventType_Key;
1543
6.18k
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1544
6.18k
    e.EventId = g.InputEventsNextEventId++;
1545
6.18k
    e.Key.Key = key;
1546
6.18k
    e.Key.Down = down;
1547
6.18k
    e.Key.AnalogValue = analog_value;
1548
6.18k
    g.InputEventsQueue.push_back(e);
1549
6.18k
}
1550
1551
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1552
2.56k
{
1553
2.56k
    if (!AppAcceptingEvents)
1554
0
        return;
1555
2.56k
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1556
2.56k
}
1557
1558
// [Optional] Call after AddKeyEvent().
1559
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1560
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1561
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1562
0
{
1563
0
    if (key == ImGuiKey_None)
1564
0
        return;
1565
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1566
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1567
0
    IM_UNUSED(native_keycode);  // Yet unused
1568
0
    IM_UNUSED(native_scancode); // Yet unused
1569
1570
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1571
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1572
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1573
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1574
        return;
1575
    KeyMap[legacy_key] = key;
1576
    KeyMap[key] = legacy_key;
1577
#else
1578
0
    IM_UNUSED(key);
1579
0
    IM_UNUSED(native_legacy_index);
1580
0
#endif
1581
0
}
1582
1583
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1584
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1585
0
{
1586
0
    AppAcceptingEvents = accepting_events;
1587
0
}
1588
1589
// Queue a mouse move event
1590
void ImGuiIO::AddMousePosEvent(float x, float y)
1591
5.58k
{
1592
5.58k
    IM_ASSERT(Ctx != NULL);
1593
5.58k
    ImGuiContext& g = *Ctx;
1594
5.58k
    if (!AppAcceptingEvents)
1595
0
        return;
1596
1597
    // Apply same flooring as UpdateMouseInputs()
1598
5.58k
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1599
1600
    // Filter duplicate
1601
5.58k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1602
5.58k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1603
5.58k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1604
1.12k
        return;
1605
1606
4.46k
    ImGuiInputEvent e;
1607
4.46k
    e.Type = ImGuiInputEventType_MousePos;
1608
4.46k
    e.Source = ImGuiInputSource_Mouse;
1609
4.46k
    e.EventId = g.InputEventsNextEventId++;
1610
4.46k
    e.MousePos.PosX = pos.x;
1611
4.46k
    e.MousePos.PosY = pos.y;
1612
4.46k
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1613
4.46k
    g.InputEventsQueue.push_back(e);
1614
4.46k
}
1615
1616
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1617
7.55k
{
1618
7.55k
    IM_ASSERT(Ctx != NULL);
1619
7.55k
    ImGuiContext& g = *Ctx;
1620
7.55k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1621
7.55k
    if (!AppAcceptingEvents)
1622
0
        return;
1623
1624
    // Filter duplicate
1625
7.55k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1626
7.55k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1627
7.55k
    if (latest_button_down == down)
1628
1.80k
        return;
1629
1630
5.74k
    ImGuiInputEvent e;
1631
5.74k
    e.Type = ImGuiInputEventType_MouseButton;
1632
5.74k
    e.Source = ImGuiInputSource_Mouse;
1633
5.74k
    e.EventId = g.InputEventsNextEventId++;
1634
5.74k
    e.MouseButton.Button = mouse_button;
1635
5.74k
    e.MouseButton.Down = down;
1636
5.74k
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1637
5.74k
    g.InputEventsQueue.push_back(e);
1638
5.74k
}
1639
1640
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1641
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1642
2.25k
{
1643
2.25k
    IM_ASSERT(Ctx != NULL);
1644
2.25k
    ImGuiContext& g = *Ctx;
1645
1646
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1647
2.25k
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1648
47
        return;
1649
1650
2.20k
    ImGuiInputEvent e;
1651
2.20k
    e.Type = ImGuiInputEventType_MouseWheel;
1652
2.20k
    e.Source = ImGuiInputSource_Mouse;
1653
2.20k
    e.EventId = g.InputEventsNextEventId++;
1654
2.20k
    e.MouseWheel.WheelX = wheel_x;
1655
2.20k
    e.MouseWheel.WheelY = wheel_y;
1656
2.20k
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1657
2.20k
    g.InputEventsQueue.push_back(e);
1658
2.20k
}
1659
1660
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1661
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1662
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1663
0
{
1664
0
    IM_ASSERT(Ctx != NULL);
1665
0
    ImGuiContext& g = *Ctx;
1666
0
    g.InputEventsNextMouseSource = source;
1667
0
}
1668
1669
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1670
0
{
1671
0
    IM_ASSERT(Ctx != NULL);
1672
0
    ImGuiContext& g = *Ctx;
1673
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1674
0
    if (!AppAcceptingEvents)
1675
0
        return;
1676
1677
    // Filter duplicate
1678
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1679
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1680
0
    if (latest_viewport_id == viewport_id)
1681
0
        return;
1682
1683
0
    ImGuiInputEvent e;
1684
0
    e.Type = ImGuiInputEventType_MouseViewport;
1685
0
    e.Source = ImGuiInputSource_Mouse;
1686
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1687
0
    g.InputEventsQueue.push_back(e);
1688
0
}
1689
1690
void ImGuiIO::AddFocusEvent(bool focused)
1691
2.59k
{
1692
2.59k
    IM_ASSERT(Ctx != NULL);
1693
2.59k
    ImGuiContext& g = *Ctx;
1694
1695
    // Filter duplicate
1696
2.59k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1697
2.59k
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1698
2.59k
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1699
601
        return;
1700
1701
1.99k
    ImGuiInputEvent e;
1702
1.99k
    e.Type = ImGuiInputEventType_Focus;
1703
1.99k
    e.EventId = g.InputEventsNextEventId++;
1704
1.99k
    e.AppFocused.Focused = focused;
1705
1.99k
    g.InputEventsQueue.push_back(e);
1706
1.99k
}
1707
1708
//-----------------------------------------------------------------------------
1709
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1710
//-----------------------------------------------------------------------------
1711
1712
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1713
0
{
1714
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1715
0
    ImVec2 p_last = p1;
1716
0
    ImVec2 p_closest;
1717
0
    float p_closest_dist2 = FLT_MAX;
1718
0
    float t_step = 1.0f / (float)num_segments;
1719
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1720
0
    {
1721
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1722
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1723
0
        float dist2 = ImLengthSqr(p - p_line);
1724
0
        if (dist2 < p_closest_dist2)
1725
0
        {
1726
0
            p_closest = p_line;
1727
0
            p_closest_dist2 = dist2;
1728
0
        }
1729
0
        p_last = p_current;
1730
0
    }
1731
0
    return p_closest;
1732
0
}
1733
1734
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1735
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1736
0
{
1737
0
    float dx = x4 - x1;
1738
0
    float dy = y4 - y1;
1739
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1740
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1741
0
    d2 = (d2 >= 0) ? d2 : -d2;
1742
0
    d3 = (d3 >= 0) ? d3 : -d3;
1743
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1744
0
    {
1745
0
        ImVec2 p_current(x4, y4);
1746
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1747
0
        float dist2 = ImLengthSqr(p - p_line);
1748
0
        if (dist2 < p_closest_dist2)
1749
0
        {
1750
0
            p_closest = p_line;
1751
0
            p_closest_dist2 = dist2;
1752
0
        }
1753
0
        p_last = p_current;
1754
0
    }
1755
0
    else if (level < 10)
1756
0
    {
1757
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1758
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1759
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1760
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1761
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1762
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1763
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1764
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1765
0
    }
1766
0
}
1767
1768
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1769
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1770
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1771
0
{
1772
0
    IM_ASSERT(tess_tol > 0.0f);
1773
0
    ImVec2 p_last = p1;
1774
0
    ImVec2 p_closest;
1775
0
    float p_closest_dist2 = FLT_MAX;
1776
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1777
0
    return p_closest;
1778
0
}
1779
1780
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1781
0
{
1782
0
    ImVec2 ap = p - a;
1783
0
    ImVec2 ab_dir = b - a;
1784
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1785
0
    if (dot < 0.0f)
1786
0
        return a;
1787
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1788
0
    if (dot > ab_len_sqr)
1789
0
        return b;
1790
0
    return a + ab_dir * dot / ab_len_sqr;
1791
0
}
1792
1793
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1794
0
{
1795
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1796
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1797
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1798
0
    return ((b1 == b2) && (b2 == b3));
1799
0
}
1800
1801
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1802
0
{
1803
0
    ImVec2 v0 = b - a;
1804
0
    ImVec2 v1 = c - a;
1805
0
    ImVec2 v2 = p - a;
1806
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1807
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1808
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1809
0
    out_u = 1.0f - out_v - out_w;
1810
0
}
1811
1812
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1813
0
{
1814
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1815
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1816
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1817
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1818
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1819
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1820
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1821
0
    if (m == dist2_ab)
1822
0
        return proj_ab;
1823
0
    if (m == dist2_bc)
1824
0
        return proj_bc;
1825
0
    return proj_ca;
1826
0
}
1827
1828
//-----------------------------------------------------------------------------
1829
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1830
//-----------------------------------------------------------------------------
1831
1832
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1833
int ImStricmp(const char* str1, const char* str2)
1834
0
{
1835
0
    int d;
1836
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1837
0
    return d;
1838
0
}
1839
1840
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1841
0
{
1842
0
    int d = 0;
1843
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1844
0
    return d;
1845
0
}
1846
1847
void ImStrncpy(char* dst, const char* src, size_t count)
1848
3
{
1849
3
    if (count < 1)
1850
0
        return;
1851
3
    if (count > 1)
1852
3
        strncpy(dst, src, count - 1);
1853
3
    dst[count - 1] = 0;
1854
3
}
1855
1856
char* ImStrdup(const char* str)
1857
9
{
1858
9
    size_t len = strlen(str);
1859
9
    void* buf = IM_ALLOC(len + 1);
1860
9
    return (char*)memcpy(buf, (const void*)str, len + 1);
1861
9
}
1862
1863
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1864
0
{
1865
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1866
0
    size_t src_size = strlen(src) + 1;
1867
0
    if (dst_buf_size < src_size)
1868
0
    {
1869
0
        IM_FREE(dst);
1870
0
        dst = (char*)IM_ALLOC(src_size);
1871
0
        if (p_dst_size)
1872
0
            *p_dst_size = src_size;
1873
0
    }
1874
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1875
0
}
1876
1877
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1878
0
{
1879
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1880
0
    return p;
1881
0
}
1882
1883
int ImStrlenW(const ImWchar* str)
1884
0
{
1885
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1886
0
    int n = 0;
1887
0
    while (*str++) n++;
1888
0
    return n;
1889
0
}
1890
1891
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1892
const char* ImStreolRange(const char* str, const char* str_end)
1893
0
{
1894
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1895
0
    return p ? p : str_end;
1896
0
}
1897
1898
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1899
0
{
1900
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1901
0
        buf_mid_line--;
1902
0
    return buf_mid_line;
1903
0
}
1904
1905
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1906
0
{
1907
0
    if (!needle_end)
1908
0
        needle_end = needle + strlen(needle);
1909
1910
0
    const char un0 = (char)ImToUpper(*needle);
1911
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1912
0
    {
1913
0
        if (ImToUpper(*haystack) == un0)
1914
0
        {
1915
0
            const char* b = needle + 1;
1916
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1917
0
                if (ImToUpper(*a) != ImToUpper(*b))
1918
0
                    break;
1919
0
            if (b == needle_end)
1920
0
                return haystack;
1921
0
        }
1922
0
        haystack++;
1923
0
    }
1924
0
    return NULL;
1925
0
}
1926
1927
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1928
void ImStrTrimBlanks(char* buf)
1929
0
{
1930
0
    char* p = buf;
1931
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1932
0
        p++;
1933
0
    char* p_start = p;
1934
0
    while (*p != 0)                         // Find end of string
1935
0
        p++;
1936
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1937
0
        p--;
1938
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1939
0
        memmove(buf, p_start, p - p_start);
1940
0
    buf[p - p_start] = 0;                   // Zero terminate
1941
0
}
1942
1943
const char* ImStrSkipBlank(const char* str)
1944
0
{
1945
0
    while (str[0] == ' ' || str[0] == '\t')
1946
0
        str++;
1947
0
    return str;
1948
0
}
1949
1950
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1951
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1952
// B) When buf==NULL vsnprintf() will return the output size.
1953
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1954
1955
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1956
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1957
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1958
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1959
#ifdef IMGUI_USE_STB_SPRINTF
1960
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1961
#define STB_SPRINTF_IMPLEMENTATION
1962
#endif
1963
#ifdef IMGUI_STB_SPRINTF_FILENAME
1964
#include IMGUI_STB_SPRINTF_FILENAME
1965
#else
1966
#include "stb_sprintf.h"
1967
#endif
1968
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1969
1970
#if defined(_MSC_VER) && !defined(vsnprintf)
1971
#define vsnprintf _vsnprintf
1972
#endif
1973
1974
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1975
3
{
1976
3
    va_list args;
1977
3
    va_start(args, fmt);
1978
#ifdef IMGUI_USE_STB_SPRINTF
1979
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1980
#else
1981
3
    int w = vsnprintf(buf, buf_size, fmt, args);
1982
3
#endif
1983
3
    va_end(args);
1984
3
    if (buf == NULL)
1985
0
        return w;
1986
3
    if (w == -1 || w >= (int)buf_size)
1987
0
        w = (int)buf_size - 1;
1988
3
    buf[w] = 0;
1989
3
    return w;
1990
3
}
1991
1992
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1993
42.6k
{
1994
#ifdef IMGUI_USE_STB_SPRINTF
1995
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1996
#else
1997
42.6k
    int w = vsnprintf(buf, buf_size, fmt, args);
1998
42.6k
#endif
1999
42.6k
    if (buf == NULL)
2000
0
        return w;
2001
42.6k
    if (w == -1 || w >= (int)buf_size)
2002
0
        w = (int)buf_size - 1;
2003
42.6k
    buf[w] = 0;
2004
42.6k
    return w;
2005
42.6k
}
2006
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2007
2008
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
2009
42.6k
{
2010
42.6k
    va_list args;
2011
42.6k
    va_start(args, fmt);
2012
42.6k
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
2013
42.6k
    va_end(args);
2014
42.6k
}
2015
2016
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2017
42.6k
{
2018
42.6k
    ImGuiContext& g = *GImGui;
2019
42.6k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2020
0
    {
2021
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2022
0
        if (buf == NULL)
2023
0
            buf = "(null)";
2024
0
        *out_buf = buf;
2025
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2026
0
    }
2027
42.6k
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2028
0
    {
2029
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2030
0
        const char* buf = va_arg(args, const char*);
2031
0
        if (buf == NULL)
2032
0
        {
2033
0
            buf = "(null)";
2034
0
            buf_len = ImMin(buf_len, 6);
2035
0
        }
2036
0
        *out_buf = buf;
2037
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2038
0
    }
2039
42.6k
    else
2040
42.6k
    {
2041
42.6k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2042
42.6k
        *out_buf = g.TempBuffer.Data;
2043
42.6k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2044
42.6k
    }
2045
42.6k
}
2046
2047
// CRC32 needs a 1KB lookup table (not cache friendly)
2048
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2049
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2050
static const ImU32 GCrc32LookupTable[256] =
2051
{
2052
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2053
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2054
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2055
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2056
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2057
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2058
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2059
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2060
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2061
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2062
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2063
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2064
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2065
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2066
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2067
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2068
};
2069
2070
// Known size hash
2071
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2072
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2073
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2074
42.6k
{
2075
42.6k
    ImU32 crc = ~seed;
2076
42.6k
    const unsigned char* data = (const unsigned char*)data_p;
2077
42.6k
    const ImU32* crc32_lut = GCrc32LookupTable;
2078
213k
    while (data_size-- != 0)
2079
170k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2080
42.6k
    return ~crc;
2081
42.6k
}
2082
2083
// Zero-terminated string hash, with support for ### to reset back to seed value
2084
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2085
// Because this syntax is rarely used we are optimizing for the common case.
2086
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2087
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2088
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2089
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2090
553k
{
2091
553k
    seed = ~seed;
2092
553k
    ImU32 crc = seed;
2093
553k
    const unsigned char* data = (const unsigned char*)data_p;
2094
553k
    const ImU32* crc32_lut = GCrc32LookupTable;
2095
553k
    if (data_size != 0)
2096
0
    {
2097
0
        while (data_size-- != 0)
2098
0
        {
2099
0
            unsigned char c = *data++;
2100
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2101
0
                crc = seed;
2102
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2103
0
        }
2104
0
    }
2105
553k
    else
2106
553k
    {
2107
7.47M
        while (unsigned char c = *data++)
2108
6.92M
        {
2109
6.92M
            if (c == '#' && data[0] == '#' && data[1] == '#')
2110
59.7k
                crc = seed;
2111
6.92M
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2112
6.92M
        }
2113
553k
    }
2114
553k
    return ~crc;
2115
553k
}
2116
2117
//-----------------------------------------------------------------------------
2118
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2119
//-----------------------------------------------------------------------------
2120
2121
// Default file functions
2122
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2123
2124
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2125
0
{
2126
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2127
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2128
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2129
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2130
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2131
2132
    // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
2133
    // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
2134
    wchar_t local_temp_stack[FILENAME_MAX];
2135
    ImVector<wchar_t> local_temp_heap;
2136
    if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
2137
        local_temp_heap.resize(filename_wsize + mode_wsize);
2138
    wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
2139
    wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
2140
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
2141
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
2142
    return ::_wfopen(filename_wbuf, mode_wbuf);
2143
#else
2144
0
    return fopen(filename, mode);
2145
0
#endif
2146
0
}
2147
2148
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2149
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2150
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2151
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2152
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2153
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2154
2155
// Helper: Load file content into memory
2156
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2157
// This can't really be used with "rt" because fseek size won't match read size.
2158
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2159
0
{
2160
0
    IM_ASSERT(filename && mode);
2161
0
    if (out_file_size)
2162
0
        *out_file_size = 0;
2163
2164
0
    ImFileHandle f;
2165
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2166
0
        return NULL;
2167
2168
0
    size_t file_size = (size_t)ImFileGetSize(f);
2169
0
    if (file_size == (size_t)-1)
2170
0
    {
2171
0
        ImFileClose(f);
2172
0
        return NULL;
2173
0
    }
2174
2175
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2176
0
    if (file_data == NULL)
2177
0
    {
2178
0
        ImFileClose(f);
2179
0
        return NULL;
2180
0
    }
2181
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2182
0
    {
2183
0
        ImFileClose(f);
2184
0
        IM_FREE(file_data);
2185
0
        return NULL;
2186
0
    }
2187
0
    if (padding_bytes > 0)
2188
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2189
2190
0
    ImFileClose(f);
2191
0
    if (out_file_size)
2192
0
        *out_file_size = file_size;
2193
2194
0
    return file_data;
2195
0
}
2196
2197
//-----------------------------------------------------------------------------
2198
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2199
//-----------------------------------------------------------------------------
2200
2201
IM_MSVC_RUNTIME_CHECKS_OFF
2202
2203
// Convert UTF-8 to 32-bit character, process single character input.
2204
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2205
// We handle UTF-8 decoding error by skipping forward.
2206
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2207
1.27M
{
2208
1.27M
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2209
1.27M
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2210
1.27M
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2211
1.27M
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2212
1.27M
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2213
1.27M
    int len = lengths[*(const unsigned char*)in_text >> 3];
2214
1.27M
    int wanted = len + (len ? 0 : 1);
2215
2216
1.27M
    if (in_text_end == NULL)
2217
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2218
2219
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2220
    // so it is fast even with excessive branching.
2221
1.27M
    unsigned char s[4];
2222
1.27M
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2223
1.27M
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2224
1.27M
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2225
1.27M
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2226
2227
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2228
1.27M
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2229
1.27M
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2230
1.27M
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2231
1.27M
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2232
1.27M
    *out_char >>= shiftc[len];
2233
2234
    // Accumulate the various error conditions.
2235
1.27M
    int e = 0;
2236
1.27M
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2237
1.27M
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2238
1.27M
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2239
1.27M
    e |= (s[1] & 0xc0) >> 2;
2240
1.27M
    e |= (s[2] & 0xc0) >> 4;
2241
1.27M
    e |= (s[3]       ) >> 6;
2242
1.27M
    e ^= 0x2a; // top two bits of each tail byte correct?
2243
1.27M
    e >>= shifte[len];
2244
2245
1.27M
    if (e)
2246
24.4k
    {
2247
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2248
        // One byte is consumed in case of invalid first byte of in_text.
2249
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2250
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2251
24.4k
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2252
24.4k
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2253
24.4k
    }
2254
2255
1.27M
    return wanted;
2256
1.27M
}
2257
2258
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2259
0
{
2260
0
    ImWchar* buf_out = buf;
2261
0
    ImWchar* buf_end = buf + buf_size;
2262
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2263
0
    {
2264
0
        unsigned int c;
2265
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2266
0
        *buf_out++ = (ImWchar)c;
2267
0
    }
2268
0
    *buf_out = 0;
2269
0
    if (in_text_remaining)
2270
0
        *in_text_remaining = in_text;
2271
0
    return (int)(buf_out - buf);
2272
0
}
2273
2274
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2275
0
{
2276
0
    int char_count = 0;
2277
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2278
0
    {
2279
0
        unsigned int c;
2280
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2281
0
        char_count++;
2282
0
    }
2283
0
    return char_count;
2284
0
}
2285
2286
// Based on stb_to_utf8() from github.com/nothings/stb/
2287
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2288
0
{
2289
0
    if (c < 0x80)
2290
0
    {
2291
0
        buf[0] = (char)c;
2292
0
        return 1;
2293
0
    }
2294
0
    if (c < 0x800)
2295
0
    {
2296
0
        if (buf_size < 2) return 0;
2297
0
        buf[0] = (char)(0xc0 + (c >> 6));
2298
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2299
0
        return 2;
2300
0
    }
2301
0
    if (c < 0x10000)
2302
0
    {
2303
0
        if (buf_size < 3) return 0;
2304
0
        buf[0] = (char)(0xe0 + (c >> 12));
2305
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2306
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2307
0
        return 3;
2308
0
    }
2309
0
    if (c <= 0x10FFFF)
2310
0
    {
2311
0
        if (buf_size < 4) return 0;
2312
0
        buf[0] = (char)(0xf0 + (c >> 18));
2313
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2314
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2315
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2316
0
        return 4;
2317
0
    }
2318
    // Invalid code point, the max unicode is 0x10FFFF
2319
0
    return 0;
2320
0
}
2321
2322
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2323
0
{
2324
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2325
0
    out_buf[count] = 0;
2326
0
    return out_buf;
2327
0
}
2328
2329
// Not optimal but we very rarely use this function.
2330
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2331
0
{
2332
0
    unsigned int unused = 0;
2333
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2334
0
}
2335
2336
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2337
0
{
2338
0
    if (c < 0x80) return 1;
2339
0
    if (c < 0x800) return 2;
2340
0
    if (c < 0x10000) return 3;
2341
0
    if (c <= 0x10FFFF) return 4;
2342
0
    return 3;
2343
0
}
2344
2345
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2346
0
{
2347
0
    char* buf_p = out_buf;
2348
0
    const char* buf_end = out_buf + out_buf_size;
2349
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2350
0
    {
2351
0
        unsigned int c = (unsigned int)(*in_text++);
2352
0
        if (c < 0x80)
2353
0
            *buf_p++ = (char)c;
2354
0
        else
2355
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2356
0
    }
2357
0
    *buf_p = 0;
2358
0
    return (int)(buf_p - out_buf);
2359
0
}
2360
2361
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2362
0
{
2363
0
    int bytes_count = 0;
2364
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2365
0
    {
2366
0
        unsigned int c = (unsigned int)(*in_text++);
2367
0
        if (c < 0x80)
2368
0
            bytes_count++;
2369
0
        else
2370
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2371
0
    }
2372
0
    return bytes_count;
2373
0
}
2374
2375
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2376
0
{
2377
0
    while (in_text_curr > in_text_start)
2378
0
    {
2379
0
        in_text_curr--;
2380
0
        if ((*in_text_curr & 0xC0) != 0x80)
2381
0
            return in_text_curr;
2382
0
    }
2383
0
    return in_text_start;
2384
0
}
2385
2386
IM_MSVC_RUNTIME_CHECKS_RESTORE
2387
2388
//-----------------------------------------------------------------------------
2389
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2390
// Note: The Convert functions are early design which are not consistent with other API.
2391
//-----------------------------------------------------------------------------
2392
2393
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2394
0
{
2395
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2396
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2397
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2398
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2399
0
    return IM_COL32(r, g, b, 0xFF);
2400
0
}
2401
2402
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2403
215k
{
2404
215k
    float s = 1.0f / 255.0f;
2405
215k
    return ImVec4(
2406
215k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2407
215k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2408
215k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2409
215k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2410
215k
}
2411
2412
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2413
1.01M
{
2414
1.01M
    ImU32 out;
2415
1.01M
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2416
1.01M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2417
1.01M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2418
1.01M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2419
1.01M
    return out;
2420
1.01M
}
2421
2422
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2423
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2424
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2425
0
{
2426
0
    float K = 0.f;
2427
0
    if (g < b)
2428
0
    {
2429
0
        ImSwap(g, b);
2430
0
        K = -1.f;
2431
0
    }
2432
0
    if (r < g)
2433
0
    {
2434
0
        ImSwap(r, g);
2435
0
        K = -2.f / 6.f - K;
2436
0
    }
2437
2438
0
    const float chroma = r - (g < b ? g : b);
2439
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2440
0
    out_s = chroma / (r + 1e-20f);
2441
0
    out_v = r;
2442
0
}
2443
2444
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2445
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2446
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2447
0
{
2448
0
    if (s == 0.0f)
2449
0
    {
2450
        // gray
2451
0
        out_r = out_g = out_b = v;
2452
0
        return;
2453
0
    }
2454
2455
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2456
0
    int   i = (int)h;
2457
0
    float f = h - (float)i;
2458
0
    float p = v * (1.0f - s);
2459
0
    float q = v * (1.0f - s * f);
2460
0
    float t = v * (1.0f - s * (1.0f - f));
2461
2462
0
    switch (i)
2463
0
    {
2464
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2465
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2466
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2467
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2468
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2469
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2470
0
    }
2471
0
}
2472
2473
//-----------------------------------------------------------------------------
2474
// [SECTION] ImGuiStorage
2475
// Helper: Key->value storage
2476
//-----------------------------------------------------------------------------
2477
2478
// std::lower_bound but without the bullshit
2479
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2480
162k
{
2481
162k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2482
162k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2483
162k
    size_t count = (size_t)(last - first);
2484
486k
    while (count > 0)
2485
324k
    {
2486
324k
        size_t count2 = count >> 1;
2487
324k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2488
324k
        if (mid->key < key)
2489
102k
        {
2490
102k
            first = ++mid;
2491
102k
            count -= count2 + 1;
2492
102k
        }
2493
221k
        else
2494
221k
        {
2495
221k
            count = count2;
2496
221k
        }
2497
324k
    }
2498
162k
    return first;
2499
162k
}
2500
2501
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2502
void ImGuiStorage::BuildSortByKey()
2503
0
{
2504
0
    struct StaticFunc
2505
0
    {
2506
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2507
0
        {
2508
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2509
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2510
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2511
0
            return 0;
2512
0
        }
2513
0
    };
2514
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2515
0
}
2516
2517
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2518
0
{
2519
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2520
0
    if (it == Data.end() || it->key != key)
2521
0
        return default_val;
2522
0
    return it->val_i;
2523
0
}
2524
2525
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2526
0
{
2527
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2528
0
}
2529
2530
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2531
0
{
2532
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2533
0
    if (it == Data.end() || it->key != key)
2534
0
        return default_val;
2535
0
    return it->val_f;
2536
0
}
2537
2538
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2539
162k
{
2540
162k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2541
162k
    if (it == Data.end() || it->key != key)
2542
9
        return NULL;
2543
162k
    return it->val_p;
2544
162k
}
2545
2546
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2547
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2548
0
{
2549
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2550
0
    if (it == Data.end() || it->key != key)
2551
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2552
0
    return &it->val_i;
2553
0
}
2554
2555
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2556
0
{
2557
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2558
0
}
2559
2560
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2561
0
{
2562
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2563
0
    if (it == Data.end() || it->key != key)
2564
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2565
0
    return &it->val_f;
2566
0
}
2567
2568
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2569
0
{
2570
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2571
0
    if (it == Data.end() || it->key != key)
2572
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2573
0
    return &it->val_p;
2574
0
}
2575
2576
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2577
void ImGuiStorage::SetInt(ImGuiID key, int val)
2578
0
{
2579
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2580
0
    if (it == Data.end() || it->key != key)
2581
0
        Data.insert(it, ImGuiStoragePair(key, val));
2582
0
    else
2583
0
        it->val_i = val;
2584
0
}
2585
2586
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2587
0
{
2588
0
    SetInt(key, val ? 1 : 0);
2589
0
}
2590
2591
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2592
0
{
2593
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2594
0
    if (it == Data.end() || it->key != key)
2595
0
        Data.insert(it, ImGuiStoragePair(key, val));
2596
0
    else
2597
0
        it->val_f = val;
2598
0
}
2599
2600
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2601
9
{
2602
9
    ImGuiStoragePair* it = LowerBound(Data, key);
2603
9
    if (it == Data.end() || it->key != key)
2604
9
        Data.insert(it, ImGuiStoragePair(key, val));
2605
0
    else
2606
0
        it->val_p = val;
2607
9
}
2608
2609
void ImGuiStorage::SetAllInt(int v)
2610
0
{
2611
0
    for (int i = 0; i < Data.Size; i++)
2612
0
        Data[i].val_i = v;
2613
0
}
2614
2615
//-----------------------------------------------------------------------------
2616
// [SECTION] ImGuiTextFilter
2617
//-----------------------------------------------------------------------------
2618
2619
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2620
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2621
0
{
2622
0
    InputBuf[0] = 0;
2623
0
    CountGrep = 0;
2624
0
    if (default_filter)
2625
0
    {
2626
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2627
0
        Build();
2628
0
    }
2629
0
}
2630
2631
bool ImGuiTextFilter::Draw(const char* label, float width)
2632
0
{
2633
0
    if (width != 0.0f)
2634
0
        ImGui::SetNextItemWidth(width);
2635
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2636
0
    if (value_changed)
2637
0
        Build();
2638
0
    return value_changed;
2639
0
}
2640
2641
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2642
0
{
2643
0
    out->resize(0);
2644
0
    const char* wb = b;
2645
0
    const char* we = wb;
2646
0
    while (we < e)
2647
0
    {
2648
0
        if (*we == separator)
2649
0
        {
2650
0
            out->push_back(ImGuiTextRange(wb, we));
2651
0
            wb = we + 1;
2652
0
        }
2653
0
        we++;
2654
0
    }
2655
0
    if (wb != we)
2656
0
        out->push_back(ImGuiTextRange(wb, we));
2657
0
}
2658
2659
void ImGuiTextFilter::Build()
2660
0
{
2661
0
    Filters.resize(0);
2662
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2663
0
    input_range.split(',', &Filters);
2664
2665
0
    CountGrep = 0;
2666
0
    for (ImGuiTextRange& f : Filters)
2667
0
    {
2668
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2669
0
            f.b++;
2670
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2671
0
            f.e--;
2672
0
        if (f.empty())
2673
0
            continue;
2674
0
        if (f.b[0] != '-')
2675
0
            CountGrep += 1;
2676
0
    }
2677
0
}
2678
2679
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2680
0
{
2681
0
    if (Filters.empty())
2682
0
        return true;
2683
2684
0
    if (text == NULL)
2685
0
        text = "";
2686
2687
0
    for (const ImGuiTextRange& f : Filters)
2688
0
    {
2689
0
        if (f.empty())
2690
0
            continue;
2691
0
        if (f.b[0] == '-')
2692
0
        {
2693
            // Subtract
2694
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2695
0
                return false;
2696
0
        }
2697
0
        else
2698
0
        {
2699
            // Grep
2700
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2701
0
                return true;
2702
0
        }
2703
0
    }
2704
2705
    // Implicit * grep
2706
0
    if (CountGrep == 0)
2707
0
        return true;
2708
2709
0
    return false;
2710
0
}
2711
2712
//-----------------------------------------------------------------------------
2713
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2714
//-----------------------------------------------------------------------------
2715
2716
// On some platform vsnprintf() takes va_list by reference and modifies it.
2717
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2718
#ifndef va_copy
2719
#if defined(__GNUC__) || defined(__clang__)
2720
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2721
#else
2722
#define va_copy(dest, src) (dest = src)
2723
#endif
2724
#endif
2725
2726
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2727
2728
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2729
0
{
2730
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2731
2732
    // Add zero-terminator the first time
2733
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2734
0
    const int needed_sz = write_off + len;
2735
0
    if (write_off + len >= Buf.Capacity)
2736
0
    {
2737
0
        int new_capacity = Buf.Capacity * 2;
2738
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2739
0
    }
2740
2741
0
    Buf.resize(needed_sz);
2742
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2743
0
    Buf[write_off - 1 + len] = 0;
2744
0
}
2745
2746
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2747
0
{
2748
0
    va_list args;
2749
0
    va_start(args, fmt);
2750
0
    appendfv(fmt, args);
2751
0
    va_end(args);
2752
0
}
2753
2754
// Helper: Text buffer for logging/accumulating text
2755
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2756
0
{
2757
0
    va_list args_copy;
2758
0
    va_copy(args_copy, args);
2759
2760
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2761
0
    if (len <= 0)
2762
0
    {
2763
0
        va_end(args_copy);
2764
0
        return;
2765
0
    }
2766
2767
    // Add zero-terminator the first time
2768
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2769
0
    const int needed_sz = write_off + len;
2770
0
    if (write_off + len >= Buf.Capacity)
2771
0
    {
2772
0
        int new_capacity = Buf.Capacity * 2;
2773
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2774
0
    }
2775
2776
0
    Buf.resize(needed_sz);
2777
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2778
0
    va_end(args_copy);
2779
0
}
2780
2781
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2782
0
{
2783
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2784
0
    if (old_size == new_size)
2785
0
        return;
2786
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2787
0
        LineOffsets.push_back(EndOffset);
2788
0
    const char* base_end = base + new_size;
2789
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2790
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2791
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2792
0
    EndOffset = ImMax(EndOffset, new_size);
2793
0
}
2794
2795
//-----------------------------------------------------------------------------
2796
// [SECTION] ImGuiListClipper
2797
//-----------------------------------------------------------------------------
2798
2799
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2800
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2801
static bool GetSkipItemForListClipping()
2802
0
{
2803
0
    ImGuiContext& g = *GImGui;
2804
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2805
0
}
2806
2807
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2808
0
{
2809
0
    if (ranges.Size - offset <= 1)
2810
0
        return;
2811
2812
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2813
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2814
0
        for (int i = offset; i < sort_end + offset; ++i)
2815
0
            if (ranges[i].Min > ranges[i + 1].Min)
2816
0
                ImSwap(ranges[i], ranges[i + 1]);
2817
2818
    // Now fuse ranges together as much as possible.
2819
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2820
0
    {
2821
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2822
0
        if (ranges[i - 1].Max < ranges[i].Min)
2823
0
            continue;
2824
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2825
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2826
0
        ranges.erase(ranges.Data + i);
2827
0
        i--;
2828
0
    }
2829
0
}
2830
2831
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2832
0
{
2833
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2834
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2835
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2836
0
    ImGuiContext& g = *GImGui;
2837
0
    ImGuiWindow* window = g.CurrentWindow;
2838
0
    float off_y = pos_y - window->DC.CursorPos.y;
2839
0
    window->DC.CursorPos.y = pos_y;
2840
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2841
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2842
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2843
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2844
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2845
0
    if (ImGuiTable* table = g.CurrentTable)
2846
0
    {
2847
0
        if (table->IsInsideRow)
2848
0
            ImGui::TableEndRow(table);
2849
0
        table->RowPosY2 = window->DC.CursorPos.y;
2850
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2851
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2852
0
        table->RowBgColorCounter += row_increase;
2853
0
    }
2854
0
}
2855
2856
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2857
0
{
2858
    // StartPosY starts from ItemsFrozen hence the subtraction
2859
    // Perform the add and multiply with double to allow seeking through larger ranges
2860
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2861
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2862
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2863
0
}
2864
2865
ImGuiListClipper::ImGuiListClipper()
2866
0
{
2867
0
    memset(this, 0, sizeof(*this));
2868
0
}
2869
2870
ImGuiListClipper::~ImGuiListClipper()
2871
0
{
2872
0
    End();
2873
0
}
2874
2875
void ImGuiListClipper::Begin(int items_count, float items_height)
2876
0
{
2877
0
    if (Ctx == NULL)
2878
0
        Ctx = ImGui::GetCurrentContext();
2879
2880
0
    ImGuiContext& g = *Ctx;
2881
0
    ImGuiWindow* window = g.CurrentWindow;
2882
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2883
2884
0
    if (ImGuiTable* table = g.CurrentTable)
2885
0
        if (table->IsInsideRow)
2886
0
            ImGui::TableEndRow(table);
2887
2888
0
    StartPosY = window->DC.CursorPos.y;
2889
0
    ItemsHeight = items_height;
2890
0
    ItemsCount = items_count;
2891
0
    DisplayStart = -1;
2892
0
    DisplayEnd = 0;
2893
2894
    // Acquire temporary buffer
2895
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2896
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2897
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2898
0
    data->Reset(this);
2899
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2900
0
    TempData = data;
2901
0
}
2902
2903
void ImGuiListClipper::End()
2904
0
{
2905
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2906
0
    {
2907
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2908
0
        ImGuiContext& g = *Ctx;
2909
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2910
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2911
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2912
2913
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2914
0
        IM_ASSERT(data->ListClipper == this);
2915
0
        data->StepNo = data->Ranges.Size;
2916
0
        if (--g.ClipperTempDataStacked > 0)
2917
0
        {
2918
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2919
0
            data->ListClipper->TempData = data;
2920
0
        }
2921
0
        TempData = NULL;
2922
0
    }
2923
0
    ItemsCount = -1;
2924
0
}
2925
2926
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2927
0
{
2928
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2929
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2930
0
    IM_ASSERT(item_begin <= item_end);
2931
0
    if (item_begin < item_end)
2932
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2933
0
}
2934
2935
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2936
0
{
2937
0
    ImGuiContext& g = *clipper->Ctx;
2938
0
    ImGuiWindow* window = g.CurrentWindow;
2939
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2940
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2941
2942
0
    ImGuiTable* table = g.CurrentTable;
2943
0
    if (table && table->IsInsideRow)
2944
0
        ImGui::TableEndRow(table);
2945
2946
    // No items
2947
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2948
0
        return false;
2949
2950
    // While we are in frozen row state, keep displaying items one by one, unclipped
2951
    // FIXME: Could be stored as a table-agnostic state.
2952
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2953
0
    {
2954
0
        clipper->DisplayStart = data->ItemsFrozen;
2955
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2956
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2957
0
            data->ItemsFrozen++;
2958
0
        return true;
2959
0
    }
2960
2961
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2962
0
    bool calc_clipping = false;
2963
0
    if (data->StepNo == 0)
2964
0
    {
2965
0
        clipper->StartPosY = window->DC.CursorPos.y;
2966
0
        if (clipper->ItemsHeight <= 0.0f)
2967
0
        {
2968
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2969
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2970
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2971
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2972
0
            data->StepNo = 1;
2973
0
            return true;
2974
0
        }
2975
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2976
0
    }
2977
2978
    // Step 1: Let the clipper infer height from first range
2979
0
    if (clipper->ItemsHeight <= 0.0f)
2980
0
    {
2981
0
        IM_ASSERT(data->StepNo == 1);
2982
0
        if (table)
2983
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2984
2985
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2986
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2987
0
        if (affected_by_floating_point_precision)
2988
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2989
2990
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2991
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2992
0
    }
2993
2994
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2995
0
    const int already_submitted = clipper->DisplayEnd;
2996
0
    if (calc_clipping)
2997
0
    {
2998
0
        if (g.LogEnabled)
2999
0
        {
3000
            // If logging is active, do not perform any clipping
3001
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3002
0
        }
3003
0
        else
3004
0
        {
3005
            // Add range selected to be included for navigation
3006
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3007
0
            if (is_nav_request)
3008
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3009
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3010
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3011
3012
            // Add focused/active item
3013
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3014
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3015
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3016
3017
            // Add visible range
3018
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3019
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3020
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3021
0
        }
3022
3023
        // Convert position ranges to item index ranges
3024
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3025
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3026
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3027
0
        for (ImGuiListClipperRange& range : data->Ranges)
3028
0
            if (range.PosToIndexConvert)
3029
0
            {
3030
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3031
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3032
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3033
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3034
0
                range.PosToIndexConvert = false;
3035
0
            }
3036
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3037
0
    }
3038
3039
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3040
0
    while (data->StepNo < data->Ranges.Size)
3041
0
    {
3042
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3043
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3044
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3045
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3046
0
        data->StepNo++;
3047
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3048
0
            continue;
3049
0
        return true;
3050
0
    }
3051
3052
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3053
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3054
0
    if (clipper->ItemsCount < INT_MAX)
3055
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3056
3057
0
    return false;
3058
0
}
3059
3060
bool ImGuiListClipper::Step()
3061
0
{
3062
0
    ImGuiContext& g = *Ctx;
3063
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3064
0
    bool ret = ImGuiListClipper_StepInternal(this);
3065
0
    if (ret && (DisplayStart == DisplayEnd))
3066
0
        ret = false;
3067
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3068
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3069
0
    if (need_items_height && ItemsHeight > 0.0f)
3070
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3071
0
    if (ret)
3072
0
    {
3073
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3074
0
    }
3075
0
    else
3076
0
    {
3077
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3078
0
        End();
3079
0
    }
3080
0
    return ret;
3081
0
}
3082
3083
//-----------------------------------------------------------------------------
3084
// [SECTION] STYLING
3085
//-----------------------------------------------------------------------------
3086
3087
ImGuiStyle& ImGui::GetStyle()
3088
155k
{
3089
155k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3090
155k
    return GImGui->Style;
3091
155k
}
3092
3093
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3094
854k
{
3095
854k
    ImGuiStyle& style = GImGui->Style;
3096
854k
    ImVec4 c = style.Colors[idx];
3097
854k
    c.w *= style.Alpha * alpha_mul;
3098
854k
    return ColorConvertFloat4ToU32(c);
3099
854k
}
3100
3101
ImU32 ImGui::GetColorU32(const ImVec4& col)
3102
0
{
3103
0
    ImGuiStyle& style = GImGui->Style;
3104
0
    ImVec4 c = col;
3105
0
    c.w *= style.Alpha;
3106
0
    return ColorConvertFloat4ToU32(c);
3107
0
}
3108
3109
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3110
0
{
3111
0
    ImGuiStyle& style = GImGui->Style;
3112
0
    return style.Colors[idx];
3113
0
}
3114
3115
ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
3116
0
{
3117
0
    ImGuiStyle& style = GImGui->Style;
3118
0
    alpha_mul *= style.Alpha;
3119
0
    if (alpha_mul >= 1.0f)
3120
0
        return col;
3121
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3122
0
    a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
3123
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3124
0
}
3125
3126
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3127
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3128
0
{
3129
0
    ImGuiContext& g = *GImGui;
3130
0
    ImGuiColorMod backup;
3131
0
    backup.Col = idx;
3132
0
    backup.BackupValue = g.Style.Colors[idx];
3133
0
    g.ColorStack.push_back(backup);
3134
0
    if (g.DebugFlashStyleColorIdx != idx)
3135
0
        g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3136
0
}
3137
3138
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3139
59.7k
{
3140
59.7k
    ImGuiContext& g = *GImGui;
3141
59.7k
    ImGuiColorMod backup;
3142
59.7k
    backup.Col = idx;
3143
59.7k
    backup.BackupValue = g.Style.Colors[idx];
3144
59.7k
    g.ColorStack.push_back(backup);
3145
59.7k
    if (g.DebugFlashStyleColorIdx != idx)
3146
59.7k
        g.Style.Colors[idx] = col;
3147
59.7k
}
3148
3149
void ImGui::PopStyleColor(int count)
3150
59.7k
{
3151
59.7k
    ImGuiContext& g = *GImGui;
3152
59.7k
    if (g.ColorStack.Size < count)
3153
0
    {
3154
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!");
3155
0
        count = g.ColorStack.Size;
3156
0
    }
3157
119k
    while (count > 0)
3158
59.7k
    {
3159
59.7k
        ImGuiColorMod& backup = g.ColorStack.back();
3160
59.7k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3161
59.7k
        g.ColorStack.pop_back();
3162
59.7k
        count--;
3163
59.7k
    }
3164
59.7k
}
3165
3166
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3167
{
3168
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3169
};
3170
3171
static const ImGuiDataVarInfo GStyleVarInfo[] =
3172
{
3173
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                 // ImGuiStyleVar_Alpha
3174
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },         // ImGuiStyleVar_DisabledAlpha
3175
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },         // ImGuiStyleVar_WindowPadding
3176
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },        // ImGuiStyleVar_WindowRounding
3177
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },      // ImGuiStyleVar_WindowBorderSize
3178
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },         // ImGuiStyleVar_WindowMinSize
3179
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },      // ImGuiStyleVar_WindowTitleAlign
3180
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },         // ImGuiStyleVar_ChildRounding
3181
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },       // ImGuiStyleVar_ChildBorderSize
3182
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },         // ImGuiStyleVar_PopupRounding
3183
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },       // ImGuiStyleVar_PopupBorderSize
3184
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },          // ImGuiStyleVar_FramePadding
3185
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },         // ImGuiStyleVar_FrameRounding
3186
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },       // ImGuiStyleVar_FrameBorderSize
3187
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },           // ImGuiStyleVar_ItemSpacing
3188
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },      // ImGuiStyleVar_ItemInnerSpacing
3189
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },         // ImGuiStyleVar_IndentSpacing
3190
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },           // ImGuiStyleVar_CellPadding
3191
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },         // ImGuiStyleVar_ScrollbarSize
3192
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },     // ImGuiStyleVar_ScrollbarRounding
3193
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },           // ImGuiStyleVar_GrabMinSize
3194
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },          // ImGuiStyleVar_GrabRounding
3195
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },           // ImGuiStyleVar_TabRounding
3196
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },      // ImGuiStyleVar_TabBarBorderSize
3197
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },       // ImGuiStyleVar_ButtonTextAlign
3198
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },   // ImGuiStyleVar_SelectableTextAlign
3199
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3200
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },    // ImGuiStyleVar_SeparatorTextAlign
3201
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },  // ImGuiStyleVar_SeparatorTextPadding
3202
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },  // ImGuiStyleVar_DockingSeparatorSize
3203
};
3204
3205
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3206
119k
{
3207
119k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3208
119k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3209
119k
    return &GStyleVarInfo[idx];
3210
119k
}
3211
3212
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3213
0
{
3214
0
    ImGuiContext& g = *GImGui;
3215
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3216
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3217
0
    {
3218
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3219
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3220
0
        *pvar = val;
3221
0
        return;
3222
0
    }
3223
0
    IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3224
0
}
3225
3226
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3227
59.7k
{
3228
59.7k
    ImGuiContext& g = *GImGui;
3229
59.7k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3230
59.7k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3231
59.7k
    {
3232
59.7k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3233
59.7k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3234
59.7k
        *pvar = val;
3235
59.7k
        return;
3236
59.7k
    }
3237
0
    IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3238
0
}
3239
3240
void ImGui::PopStyleVar(int count)
3241
59.7k
{
3242
59.7k
    ImGuiContext& g = *GImGui;
3243
59.7k
    if (g.StyleVarStack.Size < count)
3244
0
    {
3245
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!");
3246
0
        count = g.StyleVarStack.Size;
3247
0
    }
3248
119k
    while (count > 0)
3249
59.7k
    {
3250
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3251
59.7k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3252
59.7k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3253
59.7k
        void* data = info->GetVarPtr(&g.Style);
3254
59.7k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3255
59.7k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3256
59.7k
        g.StyleVarStack.pop_back();
3257
59.7k
        count--;
3258
59.7k
    }
3259
59.7k
}
3260
3261
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3262
0
{
3263
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3264
0
    switch (idx)
3265
0
    {
3266
0
    case ImGuiCol_Text: return "Text";
3267
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3268
0
    case ImGuiCol_WindowBg: return "WindowBg";
3269
0
    case ImGuiCol_ChildBg: return "ChildBg";
3270
0
    case ImGuiCol_PopupBg: return "PopupBg";
3271
0
    case ImGuiCol_Border: return "Border";
3272
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3273
0
    case ImGuiCol_FrameBg: return "FrameBg";
3274
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3275
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3276
0
    case ImGuiCol_TitleBg: return "TitleBg";
3277
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3278
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3279
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3280
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3281
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3282
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3283
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3284
0
    case ImGuiCol_CheckMark: return "CheckMark";
3285
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3286
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3287
0
    case ImGuiCol_Button: return "Button";
3288
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3289
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3290
0
    case ImGuiCol_Header: return "Header";
3291
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3292
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3293
0
    case ImGuiCol_Separator: return "Separator";
3294
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3295
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3296
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3297
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3298
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3299
0
    case ImGuiCol_Tab: return "Tab";
3300
0
    case ImGuiCol_TabHovered: return "TabHovered";
3301
0
    case ImGuiCol_TabActive: return "TabActive";
3302
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3303
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3304
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3305
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3306
0
    case ImGuiCol_PlotLines: return "PlotLines";
3307
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3308
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3309
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3310
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3311
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3312
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3313
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3314
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3315
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3316
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3317
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3318
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3319
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3320
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3321
0
    }
3322
0
    IM_ASSERT(0);
3323
0
    return "Unknown";
3324
0
}
3325
3326
3327
//-----------------------------------------------------------------------------
3328
// [SECTION] RENDER HELPERS
3329
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3330
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3331
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3332
//-----------------------------------------------------------------------------
3333
3334
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3335
239k
{
3336
239k
    const char* text_display_end = text;
3337
239k
    if (!text_end)
3338
239k
        text_end = (const char*)-1;
3339
3340
2.15M
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3341
1.91M
        text_display_end++;
3342
239k
    return text_display_end;
3343
239k
}
3344
3345
// Internal ImGui functions to render text
3346
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3347
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3348
0
{
3349
0
    ImGuiContext& g = *GImGui;
3350
0
    ImGuiWindow* window = g.CurrentWindow;
3351
3352
    // Hide anything after a '##' string
3353
0
    const char* text_display_end;
3354
0
    if (hide_text_after_hash)
3355
0
    {
3356
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3357
0
    }
3358
0
    else
3359
0
    {
3360
0
        if (!text_end)
3361
0
            text_end = text + strlen(text); // FIXME-OPT
3362
0
        text_display_end = text_end;
3363
0
    }
3364
3365
0
    if (text != text_display_end)
3366
0
    {
3367
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3368
0
        if (g.LogEnabled)
3369
0
            LogRenderedText(&pos, text, text_display_end);
3370
0
    }
3371
0
}
3372
3373
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3374
0
{
3375
0
    ImGuiContext& g = *GImGui;
3376
0
    ImGuiWindow* window = g.CurrentWindow;
3377
3378
0
    if (!text_end)
3379
0
        text_end = text + strlen(text); // FIXME-OPT
3380
3381
0
    if (text != text_end)
3382
0
    {
3383
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3384
0
        if (g.LogEnabled)
3385
0
            LogRenderedText(&pos, text, text_end);
3386
0
    }
3387
0
}
3388
3389
// Default clip_rect uses (pos_min,pos_max)
3390
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3391
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3392
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3393
// better advantage of the render function taking size into account for coarse clipping.
3394
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3395
119k
{
3396
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3397
119k
    ImVec2 pos = pos_min;
3398
119k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3399
3400
119k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3401
119k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3402
119k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3403
119k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3404
119k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3405
3406
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3407
119k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3408
119k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3409
3410
    // Render
3411
119k
    if (need_clipping)
3412
39.8k
    {
3413
39.8k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3414
39.8k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3415
39.8k
    }
3416
79.6k
    else
3417
79.6k
    {
3418
79.6k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3419
79.6k
    }
3420
119k
}
3421
3422
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3423
119k
{
3424
    // Hide anything after a '##' string
3425
119k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3426
119k
    const int text_len = (int)(text_display_end - text);
3427
119k
    if (text_len == 0)
3428
0
        return;
3429
3430
119k
    ImGuiContext& g = *GImGui;
3431
119k
    ImGuiWindow* window = g.CurrentWindow;
3432
119k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3433
119k
    if (g.LogEnabled)
3434
0
        LogRenderedText(&pos_min, text, text_display_end);
3435
119k
}
3436
3437
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3438
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3439
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3440
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3441
0
{
3442
0
    ImGuiContext& g = *GImGui;
3443
0
    if (text_end_full == NULL)
3444
0
        text_end_full = FindRenderedTextEnd(text);
3445
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3446
3447
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3448
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3449
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3450
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3451
0
    if (text_size.x > pos_max.x - pos_min.x)
3452
0
    {
3453
        // Hello wo...
3454
        // |       |   |
3455
        // min   max   ellipsis_max
3456
        //          <-> this is generally some padding value
3457
3458
0
        const ImFont* font = draw_list->_Data->Font;
3459
0
        const float font_size = draw_list->_Data->FontSize;
3460
0
        const float font_scale = font_size / font->FontSize;
3461
0
        const char* text_end_ellipsis = NULL;
3462
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3463
3464
        // We can now claim the space between pos_max.x and ellipsis_max.x
3465
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3466
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3467
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3468
0
        {
3469
            // Always display at least 1 character if there's no room for character + ellipsis
3470
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3471
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3472
0
        }
3473
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3474
0
        {
3475
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3476
0
            text_end_ellipsis--;
3477
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3478
0
        }
3479
3480
        // Render text, render ellipsis
3481
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3482
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3483
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3484
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3485
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3486
0
    }
3487
0
    else
3488
0
    {
3489
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3490
0
    }
3491
3492
0
    if (g.LogEnabled)
3493
0
        LogRenderedText(&pos_min, text, text_end_full);
3494
0
}
3495
3496
// Render a rectangle shaped with optional rounding and borders
3497
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3498
17.1k
{
3499
17.1k
    ImGuiContext& g = *GImGui;
3500
17.1k
    ImGuiWindow* window = g.CurrentWindow;
3501
17.1k
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3502
17.1k
    const float border_size = g.Style.FrameBorderSize;
3503
17.1k
    if (border && border_size > 0.0f)
3504
17.1k
    {
3505
17.1k
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3506
17.1k
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3507
17.1k
    }
3508
17.1k
}
3509
3510
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3511
0
{
3512
0
    ImGuiContext& g = *GImGui;
3513
0
    ImGuiWindow* window = g.CurrentWindow;
3514
0
    const float border_size = g.Style.FrameBorderSize;
3515
0
    if (border_size > 0.0f)
3516
0
    {
3517
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3518
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3519
0
    }
3520
0
}
3521
3522
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3523
68.8k
{
3524
68.8k
    ImGuiContext& g = *GImGui;
3525
68.8k
    if (id != g.NavId)
3526
36.3k
        return;
3527
32.4k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3528
2.19k
        return;
3529
30.2k
    ImGuiWindow* window = g.CurrentWindow;
3530
30.2k
    if (window->DC.NavHideHighlightOneFrame)
3531
0
        return;
3532
3533
30.2k
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3534
30.2k
    ImRect display_rect = bb;
3535
30.2k
    display_rect.ClipWith(window->ClipRect);
3536
30.2k
    const float thickness = 2.0f;
3537
30.2k
    if (flags & ImGuiNavHighlightFlags_Compact)
3538
27.4k
    {
3539
27.4k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3540
27.4k
    }
3541
2.80k
    else
3542
2.80k
    {
3543
2.80k
        const float distance = 3.0f + thickness * 0.5f;
3544
2.80k
        display_rect.Expand(ImVec2(distance, distance));
3545
2.80k
        bool fully_visible = window->ClipRect.Contains(display_rect);
3546
2.80k
        if (!fully_visible)
3547
2.57k
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3548
2.80k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3549
2.80k
        if (!fully_visible)
3550
2.57k
            window->DrawList->PopClipRect();
3551
2.80k
    }
3552
30.2k
}
3553
3554
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3555
0
{
3556
0
    ImGuiContext& g = *GImGui;
3557
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3558
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3559
0
    for (ImGuiViewportP* viewport : g.Viewports)
3560
0
    {
3561
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3562
0
        ImVec2 offset, size, uv[4];
3563
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3564
0
            continue;
3565
0
        const ImVec2 pos = base_pos - offset;
3566
0
        const float scale = base_scale * viewport->DpiScale;
3567
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3568
0
            continue;
3569
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3570
0
        ImTextureID tex_id = font_atlas->TexID;
3571
0
        draw_list->PushTextureID(tex_id);
3572
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3573
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3574
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3575
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3576
0
        draw_list->PopTextureID();
3577
0
    }
3578
0
}
3579
3580
//-----------------------------------------------------------------------------
3581
// [SECTION] INITIALIZATION, SHUTDOWN
3582
//-----------------------------------------------------------------------------
3583
3584
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3585
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3586
ImGuiContext* ImGui::GetCurrentContext()
3587
3
{
3588
3
    return GImGui;
3589
3
}
3590
3591
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3592
3
{
3593
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3594
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3595
#else
3596
3
    GImGui = ctx;
3597
3
#endif
3598
3
}
3599
3600
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3601
0
{
3602
0
    GImAllocatorAllocFunc = alloc_func;
3603
0
    GImAllocatorFreeFunc = free_func;
3604
0
    GImAllocatorUserData = user_data;
3605
0
}
3606
3607
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3608
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3609
0
{
3610
0
    *p_alloc_func = GImAllocatorAllocFunc;
3611
0
    *p_free_func = GImAllocatorFreeFunc;
3612
0
    *p_user_data = GImAllocatorUserData;
3613
0
}
3614
3615
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3616
3
{
3617
3
    ImGuiContext* prev_ctx = GetCurrentContext();
3618
3
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3619
3
    SetCurrentContext(ctx);
3620
3
    Initialize();
3621
3
    if (prev_ctx != NULL)
3622
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3623
3
    return ctx;
3624
3
}
3625
3626
void ImGui::DestroyContext(ImGuiContext* ctx)
3627
0
{
3628
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3629
0
    if (ctx == NULL) //-V1051
3630
0
        ctx = prev_ctx;
3631
0
    SetCurrentContext(ctx);
3632
0
    Shutdown();
3633
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3634
0
    IM_DELETE(ctx);
3635
0
}
3636
3637
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3638
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3639
{
3640
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3641
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3642
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3643
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3644
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3645
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3646
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3647
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3648
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3649
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3650
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3651
};
3652
3653
void ImGui::Initialize()
3654
3
{
3655
3
    ImGuiContext& g = *GImGui;
3656
3
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3657
3658
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3659
3
    {
3660
3
        ImGuiSettingsHandler ini_handler;
3661
3
        ini_handler.TypeName = "Window";
3662
3
        ini_handler.TypeHash = ImHashStr("Window");
3663
3
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3664
3
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3665
3
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3666
3
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3667
3
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3668
3
        AddSettingsHandler(&ini_handler);
3669
3
    }
3670
3
    TableSettingsAddSettingsHandler();
3671
3672
    // Setup default localization table
3673
3
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3674
3675
    // Setup default platform clipboard/IME handlers.
3676
3
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3677
3
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3678
3
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3679
3
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3680
3681
    // Create default viewport
3682
3
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3683
3
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3684
3
    viewport->Idx = 0;
3685
3
    viewport->PlatformWindowCreated = true;
3686
3
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3687
3
    g.Viewports.push_back(viewport);
3688
3
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3689
3
    g.ViewportCreatedCount++;
3690
3
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3691
3692
    // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
3693
465
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
3694
462
        if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
3695
462
            || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
3696
462
            || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
3697
462
            || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
3698
192
            g.KeysMayBeCharInput.SetBit(key);
3699
3700
3
#ifdef IMGUI_HAS_DOCK
3701
    // Initialize Docking
3702
3
    DockContextInitialize(&g);
3703
3
#endif
3704
3705
3
    g.Initialized = true;
3706
3
}
3707
3708
// This function is merely here to free heap allocations.
3709
void ImGui::Shutdown()
3710
0
{
3711
0
    ImGuiContext& g = *GImGui;
3712
0
    IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
3713
0
    IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
3714
3715
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3716
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3717
0
    {
3718
0
        g.IO.Fonts->Locked = false;
3719
0
        IM_DELETE(g.IO.Fonts);
3720
0
    }
3721
0
    g.IO.Fonts = NULL;
3722
0
    g.DrawListSharedData.TempBuffer.clear();
3723
3724
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3725
0
    if (!g.Initialized)
3726
0
        return;
3727
3728
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3729
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3730
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3731
3732
    // Destroy platform windows
3733
0
    DestroyPlatformWindows();
3734
3735
    // Shutdown extensions
3736
0
    DockContextShutdown(&g);
3737
3738
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3739
3740
    // Clear everything else
3741
0
    g.Windows.clear_delete();
3742
0
    g.WindowsFocusOrder.clear();
3743
0
    g.WindowsTempSortBuffer.clear();
3744
0
    g.CurrentWindow = NULL;
3745
0
    g.CurrentWindowStack.clear();
3746
0
    g.WindowsById.Clear();
3747
0
    g.NavWindow = NULL;
3748
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3749
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3750
0
    g.MovingWindow = NULL;
3751
3752
0
    g.KeysRoutingTable.Clear();
3753
3754
0
    g.ColorStack.clear();
3755
0
    g.StyleVarStack.clear();
3756
0
    g.FontStack.clear();
3757
0
    g.OpenPopupStack.clear();
3758
0
    g.BeginPopupStack.clear();
3759
0
    g.NavTreeNodeStack.clear();
3760
3761
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3762
0
    g.Viewports.clear_delete();
3763
3764
0
    g.TabBars.Clear();
3765
0
    g.CurrentTabBarStack.clear();
3766
0
    g.ShrinkWidthBuffer.clear();
3767
3768
0
    g.ClipperTempData.clear_destruct();
3769
3770
0
    g.Tables.Clear();
3771
0
    g.TablesTempData.clear_destruct();
3772
0
    g.DrawChannelsTempMergeBuffer.clear();
3773
3774
0
    g.ClipboardHandlerData.clear();
3775
0
    g.MenusIdSubmittedThisFrame.clear();
3776
0
    g.InputTextState.ClearFreeMemory();
3777
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3778
3779
0
    g.SettingsWindows.clear();
3780
0
    g.SettingsHandlers.clear();
3781
3782
0
    if (g.LogFile)
3783
0
    {
3784
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3785
0
        if (g.LogFile != stdout)
3786
0
#endif
3787
0
            ImFileClose(g.LogFile);
3788
0
        g.LogFile = NULL;
3789
0
    }
3790
0
    g.LogBuffer.clear();
3791
0
    g.DebugLogBuf.clear();
3792
0
    g.DebugLogIndex.clear();
3793
3794
0
    g.Initialized = false;
3795
0
}
3796
3797
// No specific ordering/dependency support, will see as needed
3798
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3799
0
{
3800
0
    ImGuiContext& g = *ctx;
3801
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3802
0
    g.Hooks.push_back(*hook);
3803
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3804
0
    return g.HookIdNext;
3805
0
}
3806
3807
// Deferred removal, avoiding issue with changing vector while iterating it
3808
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3809
0
{
3810
0
    ImGuiContext& g = *ctx;
3811
0
    IM_ASSERT(hook_id != 0);
3812
0
    for (ImGuiContextHook& hook : g.Hooks)
3813
0
        if (hook.HookId == hook_id)
3814
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3815
0
}
3816
3817
// Call context hooks (used by e.g. test engine)
3818
// We assume a small number of hooks so all stored in same array
3819
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3820
358k
{
3821
358k
    ImGuiContext& g = *ctx;
3822
358k
    for (ImGuiContextHook& hook : g.Hooks)
3823
0
        if (hook.Type == hook_type)
3824
0
            hook.Callback(&g, &hook);
3825
358k
}
3826
3827
3828
//-----------------------------------------------------------------------------
3829
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3830
//-----------------------------------------------------------------------------
3831
3832
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3833
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3834
9
{
3835
9
    memset(this, 0, sizeof(*this));
3836
9
    Ctx = ctx;
3837
9
    Name = ImStrdup(name);
3838
9
    NameBufLen = (int)strlen(name) + 1;
3839
9
    ID = ImHashStr(name);
3840
9
    IDStack.push_back(ID);
3841
9
    ViewportAllowPlatformMonitorExtend = -1;
3842
9
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3843
9
    MoveId = GetID("#MOVE");
3844
9
    TabId = GetID("#TAB");
3845
9
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3846
9
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3847
9
    AutoFitFramesX = AutoFitFramesY = -1;
3848
9
    AutoPosLastDirection = ImGuiDir_None;
3849
9
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3850
9
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3851
9
    LastFrameActive = -1;
3852
9
    LastFrameJustFocused = -1;
3853
9
    LastTimeActive = -1.0f;
3854
9
    FontWindowScale = FontDpiScale = 1.0f;
3855
9
    SettingsOffset = -1;
3856
9
    DockOrder = -1;
3857
9
    DrawList = &DrawListInst;
3858
9
    DrawList->_Data = &Ctx->DrawListSharedData;
3859
9
    DrawList->_OwnerName = Name;
3860
9
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3861
9
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3862
9
}
3863
3864
ImGuiWindow::~ImGuiWindow()
3865
0
{
3866
0
    IM_ASSERT(DrawList == &DrawListInst);
3867
0
    IM_DELETE(Name);
3868
0
    ColumnsStorage.clear_destruct();
3869
0
}
3870
3871
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3872
288k
{
3873
288k
    ImGuiID seed = IDStack.back();
3874
288k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3875
288k
    ImGuiContext& g = *Ctx;
3876
288k
    if (g.DebugHookIdInfo == id)
3877
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3878
288k
    return id;
3879
288k
}
3880
3881
ImGuiID ImGuiWindow::GetID(const void* ptr)
3882
0
{
3883
0
    ImGuiID seed = IDStack.back();
3884
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3885
0
    ImGuiContext& g = *Ctx;
3886
0
    if (g.DebugHookIdInfo == id)
3887
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3888
0
    return id;
3889
0
}
3890
3891
ImGuiID ImGuiWindow::GetID(int n)
3892
42.6k
{
3893
42.6k
    ImGuiID seed = IDStack.back();
3894
42.6k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3895
42.6k
    ImGuiContext& g = *Ctx;
3896
42.6k
    if (g.DebugHookIdInfo == id)
3897
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3898
42.6k
    return id;
3899
42.6k
}
3900
3901
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3902
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3903
0
{
3904
0
    ImGuiID seed = IDStack.back();
3905
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3906
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3907
0
    return id;
3908
0
}
3909
3910
static void SetCurrentWindow(ImGuiWindow* window)
3911
324k
{
3912
324k
    ImGuiContext& g = *GImGui;
3913
324k
    g.CurrentWindow = window;
3914
324k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3915
324k
    if (window)
3916
264k
    {
3917
264k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3918
264k
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3919
264k
    }
3920
324k
}
3921
3922
void ImGui::GcCompactTransientMiscBuffers()
3923
0
{
3924
0
    ImGuiContext& g = *GImGui;
3925
0
    g.ItemFlagsStack.clear();
3926
0
    g.GroupStack.clear();
3927
0
    TableGcCompactSettings();
3928
0
}
3929
3930
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3931
// Not freed:
3932
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3933
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3934
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3935
1
{
3936
1
    window->MemoryCompacted = true;
3937
1
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3938
1
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3939
1
    window->IDStack.clear();
3940
1
    window->DrawList->_ClearFreeMemory();
3941
1
    window->DC.ChildWindows.clear();
3942
1
    window->DC.ItemWidthStack.clear();
3943
1
    window->DC.TextWrapPosStack.clear();
3944
1
}
3945
3946
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3947
1
{
3948
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3949
    // The other buffers tends to amortize much faster.
3950
1
    window->MemoryCompacted = false;
3951
1
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3952
1
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3953
1
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3954
1
}
3955
3956
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3957
774
{
3958
774
    ImGuiContext& g = *GImGui;
3959
3960
    // Clear previous active id
3961
774
    if (g.ActiveId != 0)
3962
117
    {
3963
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3964
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3965
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3966
117
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3967
0
        {
3968
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3969
0
            g.MovingWindow = NULL;
3970
0
        }
3971
3972
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3973
        // but since this is currently quite an exception we'll leave it as is.
3974
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3975
117
        if (g.InputTextState.ID == g.ActiveId)
3976
0
            InputTextDeactivateHook(g.ActiveId);
3977
117
    }
3978
3979
    // Set active id
3980
774
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3981
774
    if (g.ActiveIdIsJustActivated)
3982
233
    {
3983
233
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3984
233
        g.ActiveIdTimer = 0.0f;
3985
233
        g.ActiveIdHasBeenPressedBefore = false;
3986
233
        g.ActiveIdHasBeenEditedBefore = false;
3987
233
        g.ActiveIdMouseButton = -1;
3988
233
        if (id != 0)
3989
117
        {
3990
117
            g.LastActiveId = id;
3991
117
            g.LastActiveIdTimer = 0.0f;
3992
117
        }
3993
233
    }
3994
774
    g.ActiveId = id;
3995
774
    g.ActiveIdAllowOverlap = false;
3996
774
    g.ActiveIdNoClearOnFocusLoss = false;
3997
774
    g.ActiveIdWindow = window;
3998
774
    g.ActiveIdHasBeenEditedThisFrame = false;
3999
774
    g.ActiveIdFromShortcut = false;
4000
774
    if (id)
4001
117
    {
4002
117
        g.ActiveIdIsAlive = id;
4003
117
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4004
117
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4005
117
    }
4006
4007
    // Clear declaration of inputs claimed by the widget
4008
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4009
774
    g.ActiveIdUsingNavDirMask = 0x00;
4010
774
    g.ActiveIdUsingAllKeyboardKeys = false;
4011
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4012
    g.ActiveIdUsingNavInputMask = 0x00;
4013
#endif
4014
774
}
4015
4016
void ImGui::ClearActiveID()
4017
657
{
4018
657
    SetActiveID(0, NULL); // g.ActiveId = 0;
4019
657
}
4020
4021
void ImGui::SetHoveredID(ImGuiID id)
4022
32
{
4023
32
    ImGuiContext& g = *GImGui;
4024
32
    g.HoveredId = id;
4025
32
    g.HoveredIdAllowOverlap = false;
4026
32
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4027
16
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4028
32
}
4029
4030
ImGuiID ImGui::GetHoveredID()
4031
0
{
4032
0
    ImGuiContext& g = *GImGui;
4033
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4034
0
}
4035
4036
void ImGui::MarkItemEdited(ImGuiID id)
4037
0
{
4038
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4039
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4040
0
    ImGuiContext& g = *GImGui;
4041
0
    if (g.LockMarkEdited > 0)
4042
0
        return;
4043
0
    if (g.ActiveId == id || g.ActiveId == 0)
4044
0
    {
4045
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4046
0
        g.ActiveIdHasBeenEditedBefore = true;
4047
0
    }
4048
4049
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4050
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4051
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4052
4053
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4054
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4055
0
}
4056
4057
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4058
56
{
4059
    // An active popup disable hovering on other windows (apart from its own children)
4060
    // FIXME-OPT: This could be cached/stored within the window.
4061
56
    ImGuiContext& g = *GImGui;
4062
56
    if (g.NavWindow)
4063
20
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4064
20
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4065
0
            {
4066
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4067
                // NB: The 'else' is important because Modal windows are also Popups.
4068
0
                bool want_inhibit = false;
4069
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4070
0
                    want_inhibit = true;
4071
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4072
0
                    want_inhibit = true;
4073
4074
                // Inhibit hover unless the window is within the stack of our modal/popup
4075
0
                if (want_inhibit)
4076
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4077
0
                        return false;
4078
0
            }
4079
4080
    // Filter by viewport
4081
56
    if (window->Viewport != g.MouseViewport)
4082
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4083
0
            return false;
4084
4085
56
    return true;
4086
56
}
4087
4088
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4089
0
{
4090
0
    ImGuiContext& g = *GImGui;
4091
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4092
0
        return g.Style.HoverDelayNormal;
4093
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4094
0
        return g.Style.HoverDelayShort;
4095
0
    return 0.0f;
4096
0
}
4097
4098
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4099
0
{
4100
    // Allow instance flags to override shared flags
4101
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4102
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4103
0
    return user_flags | shared_flags;
4104
0
}
4105
4106
// This is roughly matching the behavior of internal-facing ItemHoverable()
4107
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4108
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4109
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4110
0
{
4111
0
    ImGuiContext& g = *GImGui;
4112
0
    ImGuiWindow* window = g.CurrentWindow;
4113
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4114
4115
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4116
0
    {
4117
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4118
0
            return false;
4119
0
        if (!IsItemFocused())
4120
0
            return false;
4121
4122
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4123
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4124
0
    }
4125
0
    else
4126
0
    {
4127
        // Test for bounding box overlap, as updated as ItemAdd()
4128
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4129
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4130
0
            return false;
4131
4132
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4133
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4134
4135
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4136
4137
        // Done with rectangle culling so we can perform heavier checks now
4138
        // Test if we are hovering the right window (our window could be behind another window)
4139
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4140
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4141
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4142
        // the test that has been running for a long while.
4143
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4144
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4145
0
                return false;
4146
4147
        // Test if another item is active (e.g. being dragged)
4148
0
        const ImGuiID id = g.LastItemData.ID;
4149
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4150
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4151
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4152
0
                    return false;
4153
4154
        // Test if interactions on this window are blocked by an active popup or modal.
4155
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4156
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4157
0
            return false;
4158
4159
        // Test if the item is disabled
4160
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4161
0
            return false;
4162
4163
        // Special handling for calling after Begin() which represent the title bar or tab.
4164
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4165
        // will never be overwritten so we need to detect the case.
4166
0
        if (id == window->MoveId && window->WriteAccessed)
4167
0
            return false;
4168
4169
        // Test if using AllowOverlap and overlapped
4170
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4171
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4172
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4173
0
                    return false;
4174
0
    }
4175
4176
    // Handle hover delay
4177
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4178
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4179
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4180
0
    {
4181
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4182
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4183
0
            g.HoverItemDelayTimer = 0.0f;
4184
0
        g.HoverItemDelayId = hover_delay_id;
4185
4186
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4187
        // but once unlocked on a given item we also moving.
4188
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4189
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4190
0
            return false;
4191
4192
0
        if (g.HoverItemDelayTimer < delay)
4193
0
            return false;
4194
0
    }
4195
4196
0
    return true;
4197
0
}
4198
4199
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4200
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4201
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4202
// If you used this in your legacy/custom widgets code:
4203
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4204
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4205
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4206
179k
{
4207
179k
    ImGuiContext& g = *GImGui;
4208
179k
    ImGuiWindow* window = g.CurrentWindow;
4209
179k
    if (g.HoveredWindow != window)
4210
178k
        return false;
4211
910
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4212
875
        return false;
4213
4214
35
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4215
0
        return false;
4216
35
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4217
3
        if (!g.ActiveIdFromShortcut)
4218
3
            return false;
4219
4220
    // Done with rectangle culling so we can perform heavier checks now.
4221
32
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4222
0
    {
4223
0
        g.HoveredIdDisabled = true;
4224
0
        return false;
4225
0
    }
4226
4227
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4228
    // hover test in widgets code. We could also decide to split this function is two.
4229
32
    if (id != 0)
4230
32
    {
4231
        // Drag source doesn't report as hovered
4232
32
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4233
0
            return false;
4234
4235
32
        SetHoveredID(id);
4236
4237
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4238
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4239
32
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4240
0
        {
4241
0
            g.HoveredIdAllowOverlap = true;
4242
0
            if (g.HoveredIdPreviousFrame != id)
4243
0
                return false;
4244
0
        }
4245
32
    }
4246
4247
    // When disabled we'll return false but still set HoveredId
4248
32
    if (item_flags & ImGuiItemFlags_Disabled)
4249
0
    {
4250
        // Release active id if turning disabled
4251
0
        if (g.ActiveId == id && id != 0)
4252
0
            ClearActiveID();
4253
0
        g.HoveredIdDisabled = true;
4254
0
        return false;
4255
0
    }
4256
4257
32
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4258
32
    if (id != 0)
4259
32
    {
4260
        // [DEBUG] Item Picker tool!
4261
        // We perform the check here because reaching is path is rare (1~ time a frame),
4262
        // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
4263
        // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
4264
32
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4265
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4266
32
        if (g.DebugItemPickerBreakId == id)
4267
0
            IM_DEBUG_BREAK();
4268
32
    }
4269
32
#endif
4270
4271
32
    if (g.NavDisableMouseHover)
4272
3
        return false;
4273
4274
29
    return true;
4275
32
}
4276
4277
// FIXME: This is inlined/duplicated in ItemAdd()
4278
// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
4279
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4280
0
{
4281
0
    ImGuiContext& g = *GImGui;
4282
0
    ImGuiWindow* window = g.CurrentWindow;
4283
0
    if (!bb.Overlaps(window->ClipRect))
4284
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
4285
0
            if (!g.LogEnabled)
4286
0
                return true;
4287
0
    return false;
4288
0
}
4289
4290
// This is also inlined in ItemAdd()
4291
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4292
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4293
162k
{
4294
162k
    ImGuiContext& g = *GImGui;
4295
162k
    g.LastItemData.ID = item_id;
4296
162k
    g.LastItemData.InFlags = in_flags;
4297
162k
    g.LastItemData.StatusFlags = item_flags;
4298
162k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4299
162k
}
4300
4301
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4302
0
{
4303
0
    if (wrap_pos_x < 0.0f)
4304
0
        return 0.0f;
4305
4306
0
    ImGuiContext& g = *GImGui;
4307
0
    ImGuiWindow* window = g.CurrentWindow;
4308
0
    if (wrap_pos_x == 0.0f)
4309
0
    {
4310
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4311
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4312
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4313
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4314
        //else
4315
0
        wrap_pos_x = window->WorkRect.Max.x;
4316
0
    }
4317
0
    else if (wrap_pos_x > 0.0f)
4318
0
    {
4319
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4320
0
    }
4321
4322
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4323
0
}
4324
4325
// IM_ALLOC() == ImGui::MemAlloc()
4326
void* ImGui::MemAlloc(size_t size)
4327
3.67k
{
4328
3.67k
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4329
3.67k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4330
3.67k
    if (ImGuiContext* ctx = GImGui)
4331
3.66k
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4332
3.67k
#endif
4333
3.67k
    return ptr;
4334
3.67k
}
4335
4336
// IM_FREE() == ImGui::MemFree()
4337
void ImGui::MemFree(void* ptr)
4338
3.51k
{
4339
3.51k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4340
3.51k
    if (ptr != NULL)
4341
3.49k
        if (ImGuiContext* ctx = GImGui)
4342
3.49k
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4343
3.51k
#endif
4344
3.51k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4345
3.51k
}
4346
4347
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4348
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4349
7.15k
{
4350
7.15k
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4351
7.15k
    IM_UNUSED(ptr);
4352
7.15k
    if (entry->FrameCount != frame_count)
4353
79
    {
4354
79
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4355
79
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4356
79
        entry->FrameCount = frame_count;
4357
79
        entry->AllocCount = entry->FreeCount = 0;
4358
79
    }
4359
7.15k
    if (size != (size_t)-1)
4360
3.66k
    {
4361
3.66k
        entry->AllocCount++;
4362
3.66k
        info->TotalAllocCount++;
4363
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4364
3.66k
    }
4365
3.49k
    else
4366
3.49k
    {
4367
3.49k
        entry->FreeCount++;
4368
3.49k
        info->TotalFreeCount++;
4369
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4370
3.49k
    }
4371
7.15k
}
4372
4373
const char* ImGui::GetClipboardText()
4374
0
{
4375
0
    ImGuiContext& g = *GImGui;
4376
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4377
0
}
4378
4379
void ImGui::SetClipboardText(const char* text)
4380
0
{
4381
0
    ImGuiContext& g = *GImGui;
4382
0
    if (g.IO.SetClipboardTextFn)
4383
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4384
0
}
4385
4386
const char* ImGui::GetVersion()
4387
0
{
4388
0
    return IMGUI_VERSION;
4389
0
}
4390
4391
ImGuiIO& ImGui::GetIO()
4392
203k
{
4393
203k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4394
203k
    return GImGui->IO;
4395
203k
}
4396
4397
ImGuiPlatformIO& ImGui::GetPlatformIO()
4398
0
{
4399
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4400
0
    return GImGui->PlatformIO;
4401
0
}
4402
4403
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4404
ImDrawData* ImGui::GetDrawData()
4405
59.7k
{
4406
59.7k
    ImGuiContext& g = *GImGui;
4407
59.7k
    ImGuiViewportP* viewport = g.Viewports[0];
4408
59.7k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4409
59.7k
}
4410
4411
double ImGui::GetTime()
4412
25
{
4413
25
    return GImGui->Time;
4414
25
}
4415
4416
int ImGui::GetFrameCount()
4417
0
{
4418
0
    return GImGui->FrameCount;
4419
0
}
4420
4421
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4422
0
{
4423
    // Create the draw list on demand, because they are not frequently used for all viewports
4424
0
    ImGuiContext& g = *GImGui;
4425
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4426
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4427
0
    if (draw_list == NULL)
4428
0
    {
4429
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4430
0
        draw_list->_OwnerName = drawlist_name;
4431
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4432
0
    }
4433
4434
    // Our ImDrawList system requires that there is always a command
4435
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4436
0
    {
4437
0
        draw_list->_ResetForNewFrame();
4438
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4439
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4440
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4441
0
    }
4442
0
    return draw_list;
4443
0
}
4444
4445
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4446
0
{
4447
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4448
0
}
4449
4450
ImDrawList* ImGui::GetBackgroundDrawList()
4451
0
{
4452
0
    ImGuiContext& g = *GImGui;
4453
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4454
0
}
4455
4456
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4457
0
{
4458
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4459
0
}
4460
4461
ImDrawList* ImGui::GetForegroundDrawList()
4462
0
{
4463
0
    ImGuiContext& g = *GImGui;
4464
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4465
0
}
4466
4467
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4468
0
{
4469
0
    return &GImGui->DrawListSharedData;
4470
0
}
4471
4472
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4473
52
{
4474
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4475
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4476
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4477
52
    ImGuiContext& g = *GImGui;
4478
52
    FocusWindow(window);
4479
52
    SetActiveID(window->MoveId, window);
4480
52
    g.NavDisableHighlight = true;
4481
52
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4482
52
    g.ActiveIdNoClearOnFocusLoss = true;
4483
52
    SetActiveIdUsingAllKeyboardKeys();
4484
4485
52
    bool can_move_window = true;
4486
52
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4487
6
        can_move_window = false;
4488
52
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4489
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4490
0
            can_move_window = false;
4491
52
    if (can_move_window)
4492
46
        g.MovingWindow = window;
4493
52
}
4494
4495
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4496
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4497
1
{
4498
1
    ImGuiContext& g = *GImGui;
4499
1
    bool can_undock_node = false;
4500
1
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4501
0
    {
4502
        // Can undock if:
4503
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4504
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4505
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4506
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4507
0
            can_undock_node = true;
4508
0
    }
4509
4510
1
    const bool clicked = IsMouseClicked(0);
4511
1
    const bool dragging = IsMouseDragging(0);
4512
1
    if (can_undock_node && dragging)
4513
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4514
1
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4515
1
        StartMouseMovingWindow(window);
4516
1
}
4517
4518
// Handle mouse moving window
4519
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4520
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4521
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4522
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4523
void ImGui::UpdateMouseMovingWindowNewFrame()
4524
59.7k
{
4525
59.7k
    ImGuiContext& g = *GImGui;
4526
59.7k
    if (g.MovingWindow != NULL)
4527
122
    {
4528
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4529
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4530
122
        KeepAliveID(g.ActiveId);
4531
122
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4532
122
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4533
4534
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4535
122
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4536
122
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4537
76
        {
4538
76
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4539
76
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4540
24
            {
4541
24
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4542
24
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4543
0
                {
4544
0
                    moving_window->Viewport->Pos = pos;
4545
0
                    moving_window->Viewport->UpdateWorkRect();
4546
0
                }
4547
24
            }
4548
76
            FocusWindow(g.MovingWindow);
4549
76
        }
4550
46
        else
4551
46
        {
4552
46
            if (!window_disappared)
4553
46
            {
4554
                // Try to merge the window back into the main viewport.
4555
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4556
46
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4557
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4558
4559
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4560
46
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4561
46
                    g.MouseViewport = moving_window->Viewport;
4562
4563
                // Clear the NoInput window flag set by the Viewport system
4564
46
                if (moving_window->Viewport)
4565
46
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4566
46
            }
4567
4568
46
            g.MovingWindow = NULL;
4569
46
            ClearActiveID();
4570
46
        }
4571
122
    }
4572
59.6k
    else
4573
59.6k
    {
4574
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4575
59.6k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4576
35
        {
4577
35
            KeepAliveID(g.ActiveId);
4578
35
            if (!g.IO.MouseDown[0])
4579
6
                ClearActiveID();
4580
35
        }
4581
59.6k
    }
4582
59.7k
}
4583
4584
// Initiate moving window when clicking on empty space or title bar.
4585
// Handle left-click and right-click focus.
4586
void ImGui::UpdateMouseMovingWindowEndFrame()
4587
59.7k
{
4588
59.7k
    ImGuiContext& g = *GImGui;
4589
59.7k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4590
198
        return;
4591
4592
    // Unless we just made a window/popup appear
4593
59.5k
    if (g.NavWindow && g.NavWindow->Appearing)
4594
6
        return;
4595
4596
    // Click on empty space to focus window and start moving
4597
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4598
59.5k
    if (g.IO.MouseClicked[0])
4599
1.76k
    {
4600
        // Handle the edge case of a popup being closed while clicking in its empty space.
4601
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4602
1.76k
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4603
1.76k
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4604
4605
1.76k
        if (root_window != NULL && !is_closed_popup)
4606
51
        {
4607
51
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4608
4609
            // Cancel moving if clicked outside of title bar
4610
51
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4611
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4612
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4613
0
                        g.MovingWindow = NULL;
4614
4615
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4616
51
            if (g.HoveredIdDisabled)
4617
0
                g.MovingWindow = NULL;
4618
51
        }
4619
1.71k
        else if (root_window == NULL && g.NavWindow != NULL)
4620
376
        {
4621
            // Clicking on void disable focus
4622
376
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4623
376
        }
4624
1.76k
    }
4625
4626
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4627
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4628
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4629
59.5k
    if (g.IO.MouseClicked[1])
4630
303
    {
4631
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4632
        // This is where we can trim the popup stack.
4633
303
        ImGuiWindow* modal = GetTopMostPopupModal();
4634
303
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4635
303
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4636
303
    }
4637
59.5k
}
4638
4639
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4640
// Need to keep in sync with SetWindowPos()
4641
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4642
0
{
4643
0
    window->Pos += delta;
4644
0
    window->ClipRect.Translate(delta);
4645
0
    window->OuterRectClipped.Translate(delta);
4646
0
    window->InnerRect.Translate(delta);
4647
0
    window->DC.CursorPos += delta;
4648
0
    window->DC.CursorStartPos += delta;
4649
0
    window->DC.CursorMaxPos += delta;
4650
0
    window->DC.IdealMaxPos += delta;
4651
0
}
4652
4653
static void ScaleWindow(ImGuiWindow* window, float scale)
4654
0
{
4655
0
    ImVec2 origin = window->Viewport->Pos;
4656
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4657
0
    window->Size = ImTrunc(window->Size * scale);
4658
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4659
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4660
0
}
4661
4662
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4663
221k
{
4664
221k
    return (window->Active) && (!window->Hidden);
4665
221k
}
4666
4667
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4668
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4669
59.7k
{
4670
59.7k
    ImGuiContext& g = *GImGui;
4671
59.7k
    ImGuiIO& io = g.IO;
4672
59.7k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4673
4674
    // Find the window hovered by mouse:
4675
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4676
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4677
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4678
59.7k
    bool clear_hovered_windows = false;
4679
59.7k
    FindHoveredWindow();
4680
59.7k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4681
4682
    // Modal windows prevents mouse from hovering behind them.
4683
59.7k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4684
59.7k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4685
0
        clear_hovered_windows = true;
4686
4687
    // Disabled mouse?
4688
59.7k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4689
0
        clear_hovered_windows = true;
4690
4691
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4692
    // won't report hovering nor request capture even while dragging over our windows afterward.
4693
59.7k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4694
59.7k
    const bool has_open_modal = (modal_window != NULL);
4695
59.7k
    int mouse_earliest_down = -1;
4696
59.7k
    bool mouse_any_down = false;
4697
358k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4698
298k
    {
4699
298k
        if (io.MouseClicked[i])
4700
3.14k
        {
4701
3.14k
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4702
3.14k
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4703
3.14k
        }
4704
298k
        mouse_any_down |= io.MouseDown[i];
4705
298k
        if (io.MouseDown[i])
4706
16.3k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4707
12.5k
                mouse_earliest_down = i;
4708
298k
    }
4709
59.7k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4710
59.7k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4711
4712
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4713
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4714
59.7k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4715
59.7k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4716
10.0k
        clear_hovered_windows = true;
4717
4718
59.7k
    if (clear_hovered_windows)
4719
10.0k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4720
4721
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4722
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4723
59.7k
    if (g.WantCaptureMouseNextFrame != -1)
4724
0
    {
4725
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4726
0
    }
4727
59.7k
    else
4728
59.7k
    {
4729
59.7k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4730
59.7k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4731
59.7k
    }
4732
4733
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4734
59.7k
    io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4735
59.7k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4736
31.1k
        io.WantCaptureKeyboard = true;
4737
59.7k
    if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
4738
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4739
4740
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4741
59.7k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4742
59.7k
}
4743
4744
void ImGui::NewFrame()
4745
59.7k
{
4746
59.7k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4747
59.7k
    ImGuiContext& g = *GImGui;
4748
4749
    // Remove pending delete hooks before frame start.
4750
    // This deferred removal avoid issues of removal while iterating the hook vector
4751
59.7k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4752
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4753
0
            g.Hooks.erase(&g.Hooks[n]);
4754
4755
59.7k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4756
4757
    // Check and assert for various common IO and Configuration mistakes
4758
59.7k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4759
59.7k
    ErrorCheckNewFrameSanityChecks();
4760
59.7k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4761
4762
    // Load settings on first frame, save settings when modified (after a delay)
4763
59.7k
    UpdateSettings();
4764
4765
59.7k
    g.Time += g.IO.DeltaTime;
4766
59.7k
    g.WithinFrameScope = true;
4767
59.7k
    g.FrameCount += 1;
4768
59.7k
    g.TooltipOverrideCount = 0;
4769
59.7k
    g.WindowsActiveCount = 0;
4770
59.7k
    g.MenusIdSubmittedThisFrame.resize(0);
4771
4772
    // Calculate frame-rate for the user, as a purely luxurious feature
4773
59.7k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4774
59.7k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4775
59.7k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4776
59.7k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4777
59.7k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4778
4779
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4780
59.7k
    g.InputEventsTrail.resize(0);
4781
59.7k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4782
4783
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4784
59.7k
    UpdateViewportsNewFrame();
4785
4786
    // Setup current font and draw list shared data
4787
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4788
59.7k
    g.IO.Fonts->Locked = true;
4789
59.7k
    SetCurrentFont(GetDefaultFont());
4790
59.7k
    IM_ASSERT(g.Font->IsLoaded());
4791
59.7k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4792
59.7k
    for (ImGuiViewportP* viewport : g.Viewports)
4793
59.7k
        virtual_space.Add(viewport->GetMainRect());
4794
59.7k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4795
59.7k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4796
59.7k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4797
59.7k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4798
59.7k
    if (g.Style.AntiAliasedLines)
4799
59.7k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4800
59.7k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4801
59.7k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4802
59.7k
    if (g.Style.AntiAliasedFill)
4803
59.7k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4804
59.7k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4805
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4806
4807
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4808
59.7k
    for (ImGuiViewportP* viewport : g.Viewports)
4809
59.7k
    {
4810
59.7k
        viewport->DrawData = NULL;
4811
59.7k
        viewport->DrawDataP.Valid = false;
4812
59.7k
    }
4813
4814
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4815
59.7k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4816
3
        KeepAliveID(g.DragDropPayload.SourceId);
4817
4818
    // Update HoveredId data
4819
59.7k
    if (!g.HoveredIdPreviousFrame)
4820
59.7k
        g.HoveredIdTimer = 0.0f;
4821
59.7k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4822
59.7k
        g.HoveredIdNotActiveTimer = 0.0f;
4823
59.7k
    if (g.HoveredId)
4824
32
        g.HoveredIdTimer += g.IO.DeltaTime;
4825
59.7k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4826
26
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4827
59.7k
    g.HoveredIdPreviousFrame = g.HoveredId;
4828
59.7k
    g.HoveredId = 0;
4829
59.7k
    g.HoveredIdAllowOverlap = false;
4830
59.7k
    g.HoveredIdDisabled = false;
4831
4832
    // Clear ActiveID if the item is not alive anymore.
4833
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4834
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4835
59.7k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4836
0
    {
4837
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4838
0
        ClearActiveID();
4839
0
    }
4840
4841
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4842
59.7k
    if (g.ActiveId)
4843
216
        g.ActiveIdTimer += g.IO.DeltaTime;
4844
59.7k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4845
59.7k
    g.ActiveIdPreviousFrame = g.ActiveId;
4846
59.7k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4847
59.7k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4848
59.7k
    g.ActiveIdIsAlive = 0;
4849
59.7k
    g.ActiveIdHasBeenEditedThisFrame = false;
4850
59.7k
    g.ActiveIdPreviousFrameIsAlive = false;
4851
59.7k
    g.ActiveIdIsJustActivated = false;
4852
59.7k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4853
0
        g.TempInputId = 0;
4854
59.7k
    if (g.ActiveId == 0)
4855
59.5k
    {
4856
59.5k
        g.ActiveIdUsingNavDirMask = 0x00;
4857
59.5k
        g.ActiveIdUsingAllKeyboardKeys = false;
4858
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4859
        g.ActiveIdUsingNavInputMask = 0x00;
4860
#endif
4861
59.5k
    }
4862
4863
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4864
    if (g.ActiveId == 0)
4865
        g.ActiveIdUsingNavInputMask = 0;
4866
    else if (g.ActiveIdUsingNavInputMask != 0)
4867
    {
4868
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4869
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4870
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4871
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4872
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4873
            IM_ASSERT(0); // Other values unsupported
4874
    }
4875
#endif
4876
4877
    // Record when we have been stationary as this state is preserved while over same item.
4878
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4879
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4880
59.7k
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4881
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4882
59.7k
    else if (g.HoverItemDelayId == 0)
4883
59.7k
        g.HoverItemUnlockedStationaryId = 0;
4884
59.7k
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4885
203
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4886
59.5k
    else if (g.HoveredWindow == NULL)
4887
59.2k
        g.HoverWindowUnlockedStationaryId = 0;
4888
4889
    // Update hover delay for IsItemHovered() with delays and tooltips
4890
59.7k
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4891
59.7k
    if (g.HoverItemDelayId != 0)
4892
0
    {
4893
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4894
0
        g.HoverItemDelayClearTimer = 0.0f;
4895
0
        g.HoverItemDelayId = 0;
4896
0
    }
4897
59.7k
    else if (g.HoverItemDelayTimer > 0.0f)
4898
0
    {
4899
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4900
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4901
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4902
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4903
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4904
0
    }
4905
4906
    // Drag and drop
4907
59.7k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4908
59.7k
    g.DragDropAcceptIdCurr = 0;
4909
59.7k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4910
59.7k
    g.DragDropWithinSource = false;
4911
59.7k
    g.DragDropWithinTarget = false;
4912
59.7k
    g.DragDropHoldJustPressedId = 0;
4913
4914
    // Close popups on focus lost (currently wip/opt-in)
4915
    //if (g.IO.AppFocusLost)
4916
    //    ClosePopupsExceptModals();
4917
4918
    // Update keyboard input state
4919
59.7k
    UpdateKeyboardInputs();
4920
4921
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4922
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4923
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4924
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4925
4926
    // Update gamepad/keyboard navigation
4927
59.7k
    NavUpdate();
4928
4929
    // Update mouse input state
4930
59.7k
    UpdateMouseInputs();
4931
4932
    // Undocking
4933
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4934
59.7k
    DockContextNewFrameUpdateUndocking(&g);
4935
4936
    // Find hovered window
4937
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4938
59.7k
    UpdateHoveredWindowAndCaptureFlags();
4939
4940
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4941
59.7k
    UpdateMouseMovingWindowNewFrame();
4942
4943
    // Background darkening/whitening
4944
59.7k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4945
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4946
59.7k
    else
4947
59.7k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4948
4949
59.7k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4950
59.7k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4951
4952
    // Platform IME data: reset for the frame
4953
59.7k
    g.PlatformImeDataPrev = g.PlatformImeData;
4954
59.7k
    g.PlatformImeData.WantVisible = false;
4955
4956
    // Mouse wheel scrolling, scale
4957
59.7k
    UpdateMouseWheel();
4958
4959
    // Mark all windows as not visible and compact unused memory.
4960
59.7k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4961
59.7k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4962
59.7k
    for (ImGuiWindow* window : g.Windows)
4963
179k
    {
4964
179k
        window->WasActive = window->Active;
4965
179k
        window->Active = false;
4966
179k
        window->WriteAccessed = false;
4967
179k
        window->BeginCountPreviousFrame = window->BeginCount;
4968
179k
        window->BeginCount = 0;
4969
4970
        // Garbage collect transient buffers of recently unused windows
4971
179k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4972
1
            GcCompactTransientWindowBuffers(window);
4973
179k
    }
4974
4975
    // Garbage collect transient buffers of recently unused tables
4976
59.7k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4977
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4978
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4979
59.7k
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4980
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4981
0
            TableGcCompactTransientBuffers(&table_temp_data);
4982
59.7k
    if (g.GcCompactAll)
4983
0
        GcCompactTransientMiscBuffers();
4984
59.7k
    g.GcCompactAll = false;
4985
4986
    // Closing the focused window restore focus to the first active root window in descending z-order
4987
59.7k
    if (g.NavWindow && !g.NavWindow->WasActive)
4988
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4989
4990
    // No window should be open at the beginning of the frame.
4991
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4992
59.7k
    g.CurrentWindowStack.resize(0);
4993
59.7k
    g.BeginPopupStack.resize(0);
4994
59.7k
    g.ItemFlagsStack.resize(0);
4995
59.7k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4996
59.7k
    g.GroupStack.resize(0);
4997
4998
    // Docking
4999
59.7k
    DockContextNewFrameUpdateDocking(&g);
5000
5001
    // [DEBUG] Update debug features
5002
59.7k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
5003
59.7k
    UpdateDebugToolItemPicker();
5004
59.7k
    UpdateDebugToolStackQueries();
5005
59.7k
    UpdateDebugToolFlashStyleColor();
5006
59.7k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5007
0
    {
5008
0
        g.DebugLocateId = 0;
5009
0
        g.DebugBreakInLocateId = false;
5010
0
    }
5011
59.7k
    if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0)
5012
0
    {
5013
0
        DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n");
5014
0
        g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags;
5015
0
        g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
5016
0
    }
5017
59.7k
#endif
5018
5019
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5020
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5021
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5022
59.7k
    g.WithinFrameScopeWithImplicitWindow = true;
5023
59.7k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5024
59.7k
    Begin("Debug##Default");
5025
59.7k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5026
5027
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5028
    // allowing to validate correct Begin/End behavior in user code.
5029
59.7k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
5030
59.7k
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5031
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5032
59.7k
    else
5033
59.7k
        g.DebugBeginReturnValueCullDepth = -1;
5034
59.7k
#endif
5035
5036
59.7k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5037
59.7k
}
5038
5039
// FIXME: Add a more explicit sort order in the window structure.
5040
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5041
0
{
5042
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5043
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5044
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5045
0
        return d;
5046
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5047
0
        return d;
5048
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5049
0
}
5050
5051
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5052
179k
{
5053
179k
    out_sorted_windows->push_back(window);
5054
179k
    if (window->Active)
5055
102k
    {
5056
102k
        int count = window->DC.ChildWindows.Size;
5057
102k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5058
145k
        for (int i = 0; i < count; i++)
5059
42.6k
        {
5060
42.6k
            ImGuiWindow* child = window->DC.ChildWindows[i];
5061
42.6k
            if (child->Active)
5062
42.6k
                AddWindowToSortBuffer(out_sorted_windows, child);
5063
42.6k
        }
5064
102k
    }
5065
179k
}
5066
5067
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5068
77.2k
{
5069
77.2k
    ImGuiContext& g = *GImGui;
5070
77.2k
    ImGuiViewportP* viewport = window->Viewport;
5071
77.2k
    IM_ASSERT(viewport != NULL);
5072
77.2k
    g.IO.MetricsRenderWindows++;
5073
77.2k
    if (window->DrawList->_Splitter._Count > 1)
5074
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5075
77.2k
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5076
77.2k
    for (ImGuiWindow* child : window->DC.ChildWindows)
5077
42.6k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5078
17.4k
            AddWindowToDrawData(child, layer);
5079
77.2k
}
5080
5081
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5082
59.7k
{
5083
59.7k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5084
59.7k
}
5085
5086
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5087
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5088
59.7k
{
5089
59.7k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5090
59.7k
}
5091
5092
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5093
59.7k
{
5094
59.7k
    int n = builder->Layers[0]->Size;
5095
59.7k
    int full_size = n;
5096
119k
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5097
59.7k
        full_size += builder->Layers[i]->Size;
5098
59.7k
    builder->Layers[0]->resize(full_size);
5099
119k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5100
59.7k
    {
5101
59.7k
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5102
59.7k
        if (layer->empty())
5103
59.7k
            continue;
5104
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5105
0
        n += layer->Size;
5106
0
        layer->resize(0);
5107
0
    }
5108
59.7k
}
5109
5110
static void InitViewportDrawData(ImGuiViewportP* viewport)
5111
59.7k
{
5112
59.7k
    ImGuiIO& io = ImGui::GetIO();
5113
59.7k
    ImDrawData* draw_data = &viewport->DrawDataP;
5114
5115
59.7k
    viewport->DrawData = draw_data; // Make publicly accessible
5116
59.7k
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5117
59.7k
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5118
59.7k
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5119
59.7k
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5120
5121
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5122
    // and to allow applications/backends to easily skip rendering.
5123
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5124
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5125
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5126
59.7k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5127
5128
59.7k
    draw_data->Valid = true;
5129
59.7k
    draw_data->CmdListsCount = 0;
5130
59.7k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5131
59.7k
    draw_data->DisplayPos = viewport->Pos;
5132
59.7k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5133
59.7k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5134
59.7k
    draw_data->OwnerViewport = viewport;
5135
59.7k
}
5136
5137
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5138
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5139
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5140
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5141
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5142
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5143
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5144
324k
{
5145
324k
    ImGuiWindow* window = GetCurrentWindow();
5146
324k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5147
324k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5148
324k
}
5149
5150
void ImGui::PopClipRect()
5151
162k
{
5152
162k
    ImGuiWindow* window = GetCurrentWindow();
5153
162k
    window->DrawList->PopClipRect();
5154
162k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5155
162k
}
5156
5157
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5158
0
{
5159
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5160
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5161
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5162
0
    return window;
5163
0
}
5164
5165
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5166
0
{
5167
0
    if ((col & IM_COL32_A_MASK) == 0)
5168
0
        return;
5169
5170
0
    ImGuiViewportP* viewport = window->Viewport;
5171
0
    ImRect viewport_rect = viewport->GetMainRect();
5172
5173
    // Draw behind window by moving the draw command at the FRONT of the draw list
5174
0
    {
5175
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5176
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5177
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5178
0
        draw_list->ChannelsMerge();
5179
0
        if (draw_list->CmdBuffer.Size == 0)
5180
0
            draw_list->AddDrawCmd();
5181
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5182
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5183
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5184
0
        IM_ASSERT(cmd.ElemCount == 6);
5185
0
        draw_list->CmdBuffer.pop_back();
5186
0
        draw_list->CmdBuffer.push_front(cmd);
5187
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5188
0
        draw_list->PopClipRect();
5189
0
    }
5190
5191
    // Draw over sibling docking nodes in a same docking tree
5192
0
    if (window->RootWindow->DockIsActive)
5193
0
    {
5194
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5195
0
        draw_list->ChannelsMerge();
5196
0
        if (draw_list->CmdBuffer.Size == 0)
5197
0
            draw_list->AddDrawCmd();
5198
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5199
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5200
0
        draw_list->PopClipRect();
5201
0
    }
5202
0
}
5203
5204
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5205
0
{
5206
0
    ImGuiContext& g = *GImGui;
5207
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5208
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5209
0
    {
5210
0
        ImGuiWindow* window = g.Windows[i];
5211
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5212
0
            continue;
5213
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5214
0
            break;
5215
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5216
0
            bottom_most_visible_window = window;
5217
0
    }
5218
0
    return bottom_most_visible_window;
5219
0
}
5220
5221
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5222
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5223
static void ImGui::RenderDimmedBackgrounds()
5224
59.7k
{
5225
59.7k
    ImGuiContext& g = *GImGui;
5226
59.7k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5227
59.7k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5228
59.7k
        return;
5229
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5230
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5231
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5232
0
        return;
5233
5234
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5235
0
    if (dim_bg_for_modal)
5236
0
    {
5237
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5238
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5239
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
5240
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5241
0
    }
5242
0
    else if (dim_bg_for_window_list)
5243
0
    {
5244
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5245
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5246
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5247
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5248
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5249
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5250
5251
        // Draw border around CTRL+Tab target window
5252
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5253
0
        ImGuiViewport* viewport = window->Viewport;
5254
0
        float distance = g.FontSize;
5255
0
        ImRect bb = window->Rect();
5256
0
        bb.Expand(distance);
5257
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5258
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5259
0
        window->DrawList->ChannelsMerge();
5260
0
        if (window->DrawList->CmdBuffer.Size == 0)
5261
0
            window->DrawList->AddDrawCmd();
5262
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5263
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5264
0
        window->DrawList->PopClipRect();
5265
0
    }
5266
5267
    // Draw dimming background on _other_ viewports than the ones our windows are in
5268
0
    for (ImGuiViewportP* viewport : g.Viewports)
5269
0
    {
5270
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5271
0
            continue;
5272
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5273
0
            continue;
5274
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5275
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5276
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5277
0
    }
5278
0
}
5279
5280
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5281
void ImGui::EndFrame()
5282
119k
{
5283
119k
    ImGuiContext& g = *GImGui;
5284
119k
    IM_ASSERT(g.Initialized);
5285
5286
    // Don't process EndFrame() multiple times.
5287
119k
    if (g.FrameCountEnded == g.FrameCount)
5288
59.7k
        return;
5289
59.7k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5290
5291
59.7k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5292
5293
59.7k
    ErrorCheckEndFrameSanityChecks();
5294
5295
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5296
59.7k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5297
59.7k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5298
0
    {
5299
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5300
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5301
0
        if (viewport == NULL)
5302
0
            viewport = GetMainViewport();
5303
0
        g.IO.SetPlatformImeDataFn(viewport, ime_data);
5304
0
    }
5305
5306
    // Hide implicit/fallback "Debug" window if it hasn't been used
5307
59.7k
    g.WithinFrameScopeWithImplicitWindow = false;
5308
59.7k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5309
59.7k
        g.CurrentWindow->Active = false;
5310
59.7k
    End();
5311
5312
    // Update navigation: CTRL+Tab, wrap-around requests
5313
59.7k
    NavEndFrame();
5314
5315
    // Update docking
5316
59.7k
    DockContextEndFrame(&g);
5317
5318
59.7k
    SetCurrentViewport(NULL, NULL);
5319
5320
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5321
59.7k
    if (g.DragDropActive)
5322
5
    {
5323
5
        bool is_delivered = g.DragDropPayload.Delivery;
5324
5
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5325
5
        if (is_delivered || is_elapsed)
5326
1
            ClearDragDrop();
5327
5
    }
5328
5329
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5330
59.7k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5331
0
    {
5332
0
        g.DragDropWithinSource = true;
5333
0
        SetTooltip("...");
5334
0
        g.DragDropWithinSource = false;
5335
0
    }
5336
5337
    // End frame
5338
59.7k
    g.WithinFrameScope = false;
5339
59.7k
    g.FrameCountEnded = g.FrameCount;
5340
5341
    // Initiate moving window + handle left-click and right-click focus
5342
59.7k
    UpdateMouseMovingWindowEndFrame();
5343
5344
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5345
59.7k
    UpdateViewportsEndFrame();
5346
5347
    // Sort the window list so that all child windows are after their parent
5348
    // We cannot do that on FocusWindow() because children may not exist yet
5349
59.7k
    g.WindowsTempSortBuffer.resize(0);
5350
59.7k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5351
59.7k
    for (ImGuiWindow* window : g.Windows)
5352
179k
    {
5353
179k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5354
42.6k
            continue;
5355
136k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5356
136k
    }
5357
5358
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5359
59.7k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5360
59.7k
    g.Windows.swap(g.WindowsTempSortBuffer);
5361
59.7k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5362
5363
    // Unlock font atlas
5364
59.7k
    g.IO.Fonts->Locked = false;
5365
5366
    // Clear Input data for next frame
5367
59.7k
    g.IO.MousePosPrev = g.IO.MousePos;
5368
59.7k
    g.IO.AppFocusLost = false;
5369
59.7k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5370
59.7k
    g.IO.InputQueueCharacters.resize(0);
5371
5372
59.7k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5373
59.7k
}
5374
5375
// Prepare the data for rendering so you can call GetDrawData()
5376
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5377
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5378
void ImGui::Render()
5379
59.7k
{
5380
59.7k
    ImGuiContext& g = *GImGui;
5381
59.7k
    IM_ASSERT(g.Initialized);
5382
5383
59.7k
    if (g.FrameCountEnded != g.FrameCount)
5384
59.7k
        EndFrame();
5385
59.7k
    if (g.FrameCountRendered == g.FrameCount)
5386
0
        return;
5387
59.7k
    g.FrameCountRendered = g.FrameCount;
5388
5389
59.7k
    g.IO.MetricsRenderWindows = 0;
5390
59.7k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5391
5392
    // Add background ImDrawList (for each active viewport)
5393
59.7k
    for (ImGuiViewportP* viewport : g.Viewports)
5394
59.7k
    {
5395
59.7k
        InitViewportDrawData(viewport);
5396
59.7k
        if (viewport->BgFgDrawLists[0] != NULL)
5397
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5398
59.7k
    }
5399
5400
    // Draw modal/window whitening backgrounds
5401
59.7k
    RenderDimmedBackgrounds();
5402
5403
    // Add ImDrawList to render
5404
59.7k
    ImGuiWindow* windows_to_render_top_most[2];
5405
59.7k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5406
59.7k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5407
59.7k
    for (ImGuiWindow* window : g.Windows)
5408
179k
    {
5409
179k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5410
179k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5411
59.7k
            AddRootWindowToDrawData(window);
5412
179k
    }
5413
179k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5414
119k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5415
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5416
5417
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5418
59.7k
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5419
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5420
5421
    // Setup ImDrawData structures for end-user
5422
59.7k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5423
59.7k
    for (ImGuiViewportP* viewport : g.Viewports)
5424
59.7k
    {
5425
59.7k
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5426
5427
        // Add foreground ImDrawList (for each active viewport)
5428
59.7k
        if (viewport->BgFgDrawLists[1] != NULL)
5429
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5430
5431
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5432
59.7k
        ImDrawData* draw_data = &viewport->DrawDataP;
5433
59.7k
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5434
59.7k
        for (ImDrawList* draw_list : draw_data->CmdLists)
5435
76.7k
            draw_list->_PopUnusedDrawCmd();
5436
5437
59.7k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5438
59.7k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5439
59.7k
    }
5440
5441
59.7k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5442
59.7k
}
5443
5444
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5445
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5446
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5447
119k
{
5448
119k
    ImGuiContext& g = *GImGui;
5449
5450
119k
    const char* text_display_end;
5451
119k
    if (hide_text_after_double_hash)
5452
119k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5453
0
    else
5454
0
        text_display_end = text_end;
5455
5456
119k
    ImFont* font = g.Font;
5457
119k
    const float font_size = g.FontSize;
5458
119k
    if (text == text_display_end)
5459
0
        return ImVec2(0.0f, font_size);
5460
119k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5461
5462
    // Round
5463
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5464
    // FIXME: Investigate using ceilf or e.g.
5465
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5466
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5467
119k
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5468
5469
119k
    return text_size;
5470
119k
}
5471
5472
// Find window given position, search front-to-back
5473
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5474
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5475
// called, aka before the next Begin(). Moving window isn't affected.
5476
static void FindHoveredWindow()
5477
59.7k
{
5478
59.7k
    ImGuiContext& g = *GImGui;
5479
5480
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5481
59.7k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5482
59.7k
    if (g.MovingWindow)
5483
122
        g.MovingWindow->Viewport = g.MouseViewport;
5484
5485
59.7k
    ImGuiWindow* hovered_window = NULL;
5486
59.7k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5487
59.7k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5488
122
        hovered_window = g.MovingWindow;
5489
5490
59.7k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5491
59.7k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5492
238k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5493
178k
    {
5494
178k
        ImGuiWindow* window = g.Windows[i];
5495
178k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5496
178k
        if (!window->Active || window->Hidden)
5497
101k
            continue;
5498
77.1k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5499
0
            continue;
5500
77.1k
        IM_ASSERT(window->Viewport);
5501
77.1k
        if (window->Viewport != g.MouseViewport)
5502
0
            continue;
5503
5504
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5505
77.1k
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5506
77.1k
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5507
76.6k
            continue;
5508
5509
        // Support for one rectangular hole in any given window
5510
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5511
495
        if (window->HitTestHoleSize.x != 0)
5512
0
        {
5513
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5514
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5515
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5516
0
                continue;
5517
0
        }
5518
5519
495
        if (hovered_window == NULL)
5520
429
            hovered_window = window;
5521
495
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5522
495
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5523
429
            hovered_window_ignoring_moving_window = window;
5524
495
        if (hovered_window && hovered_window_ignoring_moving_window)
5525
429
            break;
5526
495
    }
5527
5528
59.7k
    g.HoveredWindow = hovered_window;
5529
59.7k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5530
5531
59.7k
    if (g.MovingWindow)
5532
122
        g.MovingWindow->Viewport = moving_window_viewport;
5533
59.7k
}
5534
5535
bool ImGui::IsItemActive()
5536
91.9k
{
5537
91.9k
    ImGuiContext& g = *GImGui;
5538
91.9k
    if (g.ActiveId)
5539
176
        return g.ActiveId == g.LastItemData.ID;
5540
91.7k
    return false;
5541
91.9k
}
5542
5543
bool ImGui::IsItemActivated()
5544
0
{
5545
0
    ImGuiContext& g = *GImGui;
5546
0
    if (g.ActiveId)
5547
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5548
0
            return true;
5549
0
    return false;
5550
0
}
5551
5552
bool ImGui::IsItemDeactivated()
5553
0
{
5554
0
    ImGuiContext& g = *GImGui;
5555
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5556
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5557
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5558
0
}
5559
5560
bool ImGui::IsItemDeactivatedAfterEdit()
5561
0
{
5562
0
    ImGuiContext& g = *GImGui;
5563
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5564
0
}
5565
5566
// == GetItemID() == GetFocusID()
5567
bool ImGui::IsItemFocused()
5568
0
{
5569
0
    ImGuiContext& g = *GImGui;
5570
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5571
0
        return false;
5572
5573
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5574
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5575
0
    ImGuiWindow* window = g.CurrentWindow;
5576
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5577
0
        return false;
5578
5579
0
    return true;
5580
0
}
5581
5582
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5583
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5584
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5585
0
{
5586
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5587
0
}
5588
5589
bool ImGui::IsItemToggledOpen()
5590
0
{
5591
0
    ImGuiContext& g = *GImGui;
5592
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5593
0
}
5594
5595
bool ImGui::IsItemToggledSelection()
5596
0
{
5597
0
    ImGuiContext& g = *GImGui;
5598
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5599
0
}
5600
5601
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
5602
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
5603
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
5604
bool ImGui::IsAnyItemHovered()
5605
0
{
5606
0
    ImGuiContext& g = *GImGui;
5607
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5608
0
}
5609
5610
bool ImGui::IsAnyItemActive()
5611
0
{
5612
0
    ImGuiContext& g = *GImGui;
5613
0
    return g.ActiveId != 0;
5614
0
}
5615
5616
bool ImGui::IsAnyItemFocused()
5617
0
{
5618
0
    ImGuiContext& g = *GImGui;
5619
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5620
0
}
5621
5622
bool ImGui::IsItemVisible()
5623
0
{
5624
0
    ImGuiContext& g = *GImGui;
5625
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5626
0
}
5627
5628
bool ImGui::IsItemEdited()
5629
0
{
5630
0
    ImGuiContext& g = *GImGui;
5631
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5632
0
}
5633
5634
// Allow next item to be overlapped by subsequent items.
5635
// This works by requiring HoveredId to match for two subsequent frames,
5636
// so if a following items overwrite it our interactions will naturally be disabled.
5637
void ImGui::SetNextItemAllowOverlap()
5638
0
{
5639
0
    ImGuiContext& g = *GImGui;
5640
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5641
0
}
5642
5643
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5644
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5645
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5646
void ImGui::SetItemAllowOverlap()
5647
{
5648
    ImGuiContext& g = *GImGui;
5649
    ImGuiID id = g.LastItemData.ID;
5650
    if (g.HoveredId == id)
5651
        g.HoveredIdAllowOverlap = true;
5652
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5653
        g.ActiveIdAllowOverlap = true;
5654
}
5655
#endif
5656
5657
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5658
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5659
77
{
5660
77
    ImGuiContext& g = *GImGui;
5661
77
    IM_ASSERT(g.ActiveId != 0);
5662
77
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5663
77
    g.ActiveIdUsingAllKeyboardKeys = true;
5664
77
    NavMoveRequestCancel();
5665
77
}
5666
5667
ImGuiID ImGui::GetItemID()
5668
0
{
5669
0
    ImGuiContext& g = *GImGui;
5670
0
    return g.LastItemData.ID;
5671
0
}
5672
5673
ImVec2 ImGui::GetItemRectMin()
5674
0
{
5675
0
    ImGuiContext& g = *GImGui;
5676
0
    return g.LastItemData.Rect.Min;
5677
0
}
5678
5679
ImVec2 ImGui::GetItemRectMax()
5680
0
{
5681
0
    ImGuiContext& g = *GImGui;
5682
0
    return g.LastItemData.Rect.Max;
5683
0
}
5684
5685
ImVec2 ImGui::GetItemRectSize()
5686
0
{
5687
0
    ImGuiContext& g = *GImGui;
5688
0
    return g.LastItemData.Rect.GetSize();
5689
0
}
5690
5691
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5692
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details!
5693
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5694
42.6k
{
5695
42.6k
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5696
42.6k
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5697
42.6k
}
5698
5699
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5700
0
{
5701
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5702
0
}
5703
5704
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5705
42.6k
{
5706
42.6k
    ImGuiContext& g = *GImGui;
5707
42.6k
    ImGuiWindow* parent_window = g.CurrentWindow;
5708
42.6k
    IM_ASSERT(id != 0);
5709
5710
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5711
42.6k
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
5712
42.6k
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5713
42.6k
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5714
42.6k
    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
5715
42.6k
    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
5716
0
    {
5717
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5718
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5719
0
    }
5720
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5721
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5722
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5723
#endif
5724
42.6k
    if (child_flags & ImGuiChildFlags_AutoResizeX)
5725
0
        child_flags &= ~ImGuiChildFlags_ResizeX;
5726
42.6k
    if (child_flags & ImGuiChildFlags_AutoResizeY)
5727
0
        child_flags &= ~ImGuiChildFlags_ResizeY;
5728
5729
    // Set window flags
5730
42.6k
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5731
42.6k
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5732
42.6k
    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
5733
0
        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
5734
42.6k
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5735
42.6k
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5736
5737
    // Special framed style
5738
42.6k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5739
0
    {
5740
0
        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
5741
0
        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
5742
0
        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
5743
0
        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
5744
0
        child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
5745
0
        window_flags |= ImGuiWindowFlags_NoMove;
5746
0
    }
5747
5748
    // Forward child flags
5749
42.6k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5750
42.6k
    g.NextWindowData.ChildFlags = child_flags;
5751
5752
    // Forward size
5753
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5754
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5755
42.6k
    const ImVec2 size_avail = GetContentRegionAvail();
5756
42.6k
    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
5757
42.6k
    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
5758
42.6k
    SetNextWindowSize(size);
5759
5760
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5761
    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
5762
    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
5763
42.6k
    const char* temp_window_name;
5764
    /*if (name && parent_window->IDStack.back() == parent_window->ID)
5765
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5766
    else*/
5767
42.6k
    if (name)
5768
42.6k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5769
0
    else
5770
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5771
5772
    // Set style
5773
42.6k
    const float backup_border_size = g.Style.ChildBorderSize;
5774
42.6k
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5775
21.2k
        g.Style.ChildBorderSize = 0.0f;
5776
5777
    // Begin into window
5778
42.6k
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5779
5780
    // Restore style
5781
42.6k
    g.Style.ChildBorderSize = backup_border_size;
5782
42.6k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5783
0
    {
5784
0
        PopStyleVar(3);
5785
0
        PopStyleColor();
5786
0
    }
5787
5788
42.6k
    ImGuiWindow* child_window = g.CurrentWindow;
5789
42.6k
    child_window->ChildId = id;
5790
5791
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5792
    // While this is not really documented/defined, it seems that the expected thing to do.
5793
42.6k
    if (child_window->BeginCount == 1)
5794
42.6k
        parent_window->DC.CursorPos = child_window->Pos;
5795
5796
    // Process navigation-in immediately so NavInit can run on first frame
5797
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5798
42.6k
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5799
42.6k
    if (g.ActiveId == temp_id_for_activation)
5800
25
        ClearActiveID();
5801
42.6k
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5802
60
    {
5803
60
        FocusWindow(child_window);
5804
60
        NavInitWindow(child_window, false);
5805
60
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5806
60
        g.ActiveIdSource = g.NavInputSource;
5807
60
    }
5808
42.6k
    return ret;
5809
42.6k
}
5810
5811
void ImGui::EndChild()
5812
42.6k
{
5813
42.6k
    ImGuiContext& g = *GImGui;
5814
42.6k
    ImGuiWindow* child_window = g.CurrentWindow;
5815
5816
42.6k
    IM_ASSERT(g.WithinEndChild == false);
5817
42.6k
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5818
5819
42.6k
    g.WithinEndChild = true;
5820
42.6k
    ImVec2 child_size = child_window->Size;
5821
42.6k
    End();
5822
42.6k
    if (child_window->BeginCount == 1)
5823
42.6k
    {
5824
42.6k
        ImGuiWindow* parent_window = g.CurrentWindow;
5825
42.6k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5826
42.6k
        ItemSize(child_size);
5827
42.6k
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5828
39.2k
        {
5829
39.2k
            ItemAdd(bb, child_window->ChildId);
5830
39.2k
            RenderNavHighlight(bb, child_window->ChildId);
5831
5832
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5833
39.2k
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5834
29.6k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact);
5835
39.2k
        }
5836
3.43k
        else
5837
3.43k
        {
5838
            // Not navigable into
5839
3.43k
            ItemAdd(bb, 0);
5840
5841
            // But when flattened we directly reach items, adjust active layer mask accordingly
5842
3.43k
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5843
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5844
3.43k
        }
5845
42.6k
        if (g.HoveredWindow == child_window)
5846
18
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5847
42.6k
    }
5848
42.6k
    g.WithinEndChild = false;
5849
42.6k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5850
42.6k
}
5851
5852
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5853
28
{
5854
28
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5855
28
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5856
28
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5857
28
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5858
28
}
5859
5860
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5861
162k
{
5862
162k
    ImGuiContext& g = *GImGui;
5863
162k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5864
162k
}
5865
5866
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5867
162k
{
5868
162k
    ImGuiID id = ImHashStr(name);
5869
162k
    return FindWindowByID(id);
5870
162k
}
5871
5872
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5873
0
{
5874
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5875
0
    window->ViewportPos = main_viewport->Pos;
5876
0
    if (settings->ViewportId)
5877
0
    {
5878
0
        window->ViewportId = settings->ViewportId;
5879
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5880
0
    }
5881
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5882
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5883
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5884
0
    window->Collapsed = settings->Collapsed;
5885
0
    window->DockId = settings->DockId;
5886
0
    window->DockOrder = settings->DockOrder;
5887
0
}
5888
5889
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5890
162k
{
5891
162k
    ImGuiContext& g = *GImGui;
5892
5893
162k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5894
162k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5895
162k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5896
6
    {
5897
6
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5898
6
        g.WindowsFocusOrder.push_back(window);
5899
6
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5900
6
    }
5901
162k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5902
0
    {
5903
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5904
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5905
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5906
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5907
0
        window->FocusOrder = -1;
5908
0
    }
5909
162k
    window->IsExplicitChild = new_is_explicit_child;
5910
162k
}
5911
5912
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5913
9
{
5914
    // Initial window state with e.g. default/arbitrary window position
5915
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5916
9
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5917
9
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5918
9
    window->Size = window->SizeFull = ImVec2(0, 0);
5919
9
    window->ViewportPos = main_viewport->Pos;
5920
9
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5921
5922
9
    if (settings != NULL)
5923
0
    {
5924
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5925
0
        ApplyWindowSettings(window, settings);
5926
0
    }
5927
9
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5928
5929
9
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5930
0
    {
5931
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5932
0
        window->AutoFitOnlyGrows = false;
5933
0
    }
5934
9
    else
5935
9
    {
5936
9
        if (window->Size.x <= 0.0f)
5937
9
            window->AutoFitFramesX = 2;
5938
9
        if (window->Size.y <= 0.0f)
5939
9
            window->AutoFitFramesY = 2;
5940
9
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5941
9
    }
5942
9
}
5943
5944
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5945
9
{
5946
    // Create window the first time
5947
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5948
9
    ImGuiContext& g = *GImGui;
5949
9
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5950
9
    window->Flags = flags;
5951
9
    g.WindowsById.SetVoidPtr(window->ID, window);
5952
5953
9
    ImGuiWindowSettings* settings = NULL;
5954
9
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5955
6
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5956
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5957
5958
9
    InitOrLoadWindowSettings(window, settings);
5959
5960
9
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5961
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5962
9
    else
5963
9
        g.Windows.push_back(window);
5964
5965
9
    return window;
5966
9
}
5967
5968
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5969
0
{
5970
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5971
0
}
5972
5973
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5974
486k
{
5975
486k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5976
486k
}
5977
5978
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
5979
486k
{
5980
    // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5981
    // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
5982
    // Perhaps should tend further a neater test for this.
5983
486k
    ImGuiContext& g = *GImGui;
5984
486k
    ImVec2 size_min;
5985
486k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
5986
127k
    {
5987
127k
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
5988
127k
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
5989
127k
    }
5990
358k
    else
5991
358k
    {
5992
358k
        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
5993
358k
        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
5994
358k
    }
5995
5996
    // Reduce artifacts with very small windows
5997
486k
    ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5998
486k
    size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
5999
486k
    return size_min;
6000
486k
}
6001
6002
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
6003
324k
{
6004
324k
    ImGuiContext& g = *GImGui;
6005
324k
    ImVec2 new_size = size_desired;
6006
324k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
6007
0
    {
6008
        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
6009
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
6010
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
6011
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
6012
0
        if (g.NextWindowData.SizeCallback)
6013
0
        {
6014
0
            ImGuiSizeCallbackData data;
6015
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
6016
0
            data.Pos = window->Pos;
6017
0
            data.CurrentSize = window->SizeFull;
6018
0
            data.DesiredSize = new_size;
6019
0
            g.NextWindowData.SizeCallback(&data);
6020
0
            new_size = data.DesiredSize;
6021
0
        }
6022
0
        new_size.x = IM_TRUNC(new_size.x);
6023
0
        new_size.y = IM_TRUNC(new_size.y);
6024
0
    }
6025
6026
    // Minimum size
6027
324k
    ImVec2 size_min = CalcWindowMinSize(window);
6028
324k
    return ImMax(new_size, size_min);
6029
324k
}
6030
6031
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6032
162k
{
6033
162k
    bool preserve_old_content_sizes = false;
6034
162k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6035
17.1k
        preserve_old_content_sizes = true;
6036
145k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6037
25.1k
        preserve_old_content_sizes = true;
6038
162k
    if (preserve_old_content_sizes)
6039
42.2k
    {
6040
42.2k
        *content_size_current = window->ContentSize;
6041
42.2k
        *content_size_ideal = window->ContentSizeIdeal;
6042
42.2k
        return;
6043
42.2k
    }
6044
6045
119k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6046
119k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6047
119k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6048
119k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6049
119k
}
6050
6051
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6052
162k
{
6053
162k
    ImGuiContext& g = *GImGui;
6054
162k
    ImGuiStyle& style = g.Style;
6055
162k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6056
162k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6057
162k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6058
162k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6059
162k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6060
0
    {
6061
        // Tooltip always resize
6062
0
        return size_desired;
6063
0
    }
6064
162k
    else
6065
162k
    {
6066
        // Maximum window size is determined by the viewport size or monitor size
6067
162k
        ImVec2 size_min = CalcWindowMinSize(window);
6068
162k
        ImVec2 size_max = (window->ViewportOwned || ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6069
162k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6070
162k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0)
6071
0
            size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6072
162k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
6073
6074
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6075
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6076
162k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6077
162k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6078
162k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6079
162k
        if (will_have_scrollbar_x)
6080
42.6k
            size_auto_fit.y += style.ScrollbarSize;
6081
162k
        if (will_have_scrollbar_y)
6082
1.06k
            size_auto_fit.x += style.ScrollbarSize;
6083
162k
        return size_auto_fit;
6084
162k
    }
6085
162k
}
6086
6087
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6088
0
{
6089
0
    ImVec2 size_contents_current;
6090
0
    ImVec2 size_contents_ideal;
6091
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6092
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6093
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6094
0
    return size_final;
6095
0
}
6096
6097
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6098
145k
{
6099
145k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6100
0
        return ImGuiCol_PopupBg;
6101
145k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6102
42.6k
        return ImGuiCol_ChildBg;
6103
102k
    return ImGuiCol_WindowBg;
6104
145k
}
6105
6106
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6107
0
{
6108
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6109
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6110
0
    ImVec2 size_expected = pos_max - pos_min;
6111
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6112
0
    *out_pos = pos_min;
6113
0
    if (corner_norm.x == 0.0f)
6114
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6115
0
    if (corner_norm.y == 0.0f)
6116
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6117
0
    *out_size = size_constrained;
6118
0
}
6119
6120
// Data for resizing from resize grip / corner
6121
struct ImGuiResizeGripDef
6122
{
6123
    ImVec2  CornerPosN;
6124
    ImVec2  InnerDir;
6125
    int     AngleMin12, AngleMax12;
6126
};
6127
static const ImGuiResizeGripDef resize_grip_def[4] =
6128
{
6129
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6130
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6131
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6132
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6133
};
6134
6135
// Data for resizing from borders
6136
struct ImGuiResizeBorderDef
6137
{
6138
    ImVec2  InnerDir;               // Normal toward inside
6139
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6140
    float   OuterAngle;             // Angle toward outside
6141
};
6142
static const ImGuiResizeBorderDef resize_border_def[4] =
6143
{
6144
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6145
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6146
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6147
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6148
};
6149
6150
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6151
0
{
6152
0
    ImRect rect = window->Rect();
6153
0
    if (thickness == 0.0f)
6154
0
        rect.Max -= ImVec2(1, 1);
6155
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6156
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6157
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6158
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6159
0
    IM_ASSERT(0);
6160
0
    return ImRect();
6161
0
}
6162
6163
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6164
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6165
0
{
6166
0
    IM_ASSERT(n >= 0 && n < 4);
6167
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6168
0
    id = ImHashStr("#RESIZE", 0, id);
6169
0
    id = ImHashData(&n, sizeof(int), id);
6170
0
    return id;
6171
0
}
6172
6173
// Borders (Left, Right, Up, Down)
6174
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6175
0
{
6176
0
    IM_ASSERT(dir >= 0 && dir < 4);
6177
0
    int n = (int)dir + 4;
6178
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6179
0
    id = ImHashStr("#RESIZE", 0, id);
6180
0
    id = ImHashData(&n, sizeof(int), id);
6181
0
    return id;
6182
0
}
6183
6184
// Handle resize for: Resize Grips, Borders, Gamepad
6185
// Return true when using auto-fit (double-click on resize grip)
6186
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6187
145k
{
6188
145k
    ImGuiContext& g = *GImGui;
6189
145k
    ImGuiWindowFlags flags = window->Flags;
6190
6191
145k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6192
42.6k
        return false;
6193
102k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6194
59.7k
        return false;
6195
6196
42.6k
    int ret_auto_fit_mask = 0x00;
6197
42.6k
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6198
42.6k
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6199
42.6k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6200
6201
42.6k
    ImRect clamp_rect = visibility_rect;
6202
42.6k
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6203
42.6k
    if (window_move_from_title_bar)
6204
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6205
6206
42.6k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6207
42.6k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6208
6209
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6210
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6211
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6212
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6213
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6214
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6215
42.6k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6216
42.6k
    if (clip_with_viewport_rect)
6217
42.6k
        window->ClipRect = window->Viewport->GetMainRect();
6218
6219
    // Resize grips and borders are on layer 1
6220
42.6k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6221
6222
    // Manual resize grips
6223
42.6k
    PushID("#RESIZE");
6224
85.2k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6225
42.6k
    {
6226
42.6k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6227
42.6k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6228
6229
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6230
42.6k
        bool hovered, held;
6231
42.6k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6232
42.6k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6233
42.6k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6234
42.6k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6235
42.6k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6236
42.6k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6237
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6238
42.6k
        if (hovered || held)
6239
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6240
6241
42.6k
        if (held && g.IO.MouseDoubleClicked[0])
6242
0
        {
6243
            // Auto-fit when double-clicking
6244
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6245
0
            ret_auto_fit_mask = 0x03; // Both axises
6246
0
            ClearActiveID();
6247
0
        }
6248
42.6k
        else if (held)
6249
0
        {
6250
            // Resize from any of the four corners
6251
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6252
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6253
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6254
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6255
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6256
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6257
0
        }
6258
6259
        // Only lower-left grip is visible before hovering/activating
6260
42.6k
        if (resize_grip_n == 0 || held || hovered)
6261
42.6k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6262
42.6k
    }
6263
6264
42.6k
    int resize_border_mask = 0x00;
6265
42.6k
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6266
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6267
42.6k
    else
6268
42.6k
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6269
213k
    for (int border_n = 0; border_n < 4; border_n++)
6270
170k
    {
6271
170k
        if ((resize_border_mask & (1 << border_n)) == 0)
6272
170k
            continue;
6273
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6274
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6275
6276
0
        bool hovered, held;
6277
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6278
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6279
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6280
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6281
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6282
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6283
0
            hovered = false;
6284
0
        if (hovered || held)
6285
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6286
0
        if (held && g.IO.MouseDoubleClicked[0])
6287
0
        {
6288
            // Double-clicking bottom or right border auto-fit on this axis
6289
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6290
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6291
0
            {
6292
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6293
0
                ret_auto_fit_mask |= (1 << axis);
6294
0
                hovered = held = false; // So border doesn't show highlighted at new position
6295
0
            }
6296
0
            ClearActiveID();
6297
0
        }
6298
0
        else if (held)
6299
0
        {
6300
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6301
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6302
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6303
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6304
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6305
0
            {
6306
0
                g.WindowResizeBorderExpectedRect = border_rect;
6307
0
                g.WindowResizeRelativeMode = false;
6308
0
            }
6309
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6310
0
                g.WindowResizeRelativeMode = true;
6311
6312
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6313
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6314
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6315
6316
            // Use absolute mode position
6317
0
            ImVec2 border_target = window->Pos;
6318
0
            border_target[axis] = border_target_abs_mode_for_axis;
6319
6320
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6321
0
            bool ignore_resize = false;
6322
0
            if (g.WindowResizeRelativeMode)
6323
0
            {
6324
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6325
0
                border_target[axis] = border_target_rel_mode_for_axis;
6326
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6327
0
                    ignore_resize = true;
6328
0
            }
6329
6330
            // Clamp, apply
6331
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6332
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6333
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6334
0
            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6335
0
            {
6336
0
                if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar))
6337
0
                    border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x);
6338
0
                if (flags & ImGuiWindowFlags_NoScrollbar)
6339
0
                    border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y);
6340
0
            }
6341
0
            if (!ignore_resize)
6342
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6343
0
        }
6344
0
        if (hovered)
6345
0
            *border_hovered = border_n;
6346
0
        if (held)
6347
0
            *border_held = border_n;
6348
0
    }
6349
42.6k
    PopID();
6350
6351
    // Restore nav layer
6352
42.6k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6353
6354
    // Navigation resize (keyboard/gamepad)
6355
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6356
    // Not even sure the callback works here.
6357
42.6k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6358
0
    {
6359
0
        ImVec2 nav_resize_dir;
6360
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6361
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6362
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6363
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6364
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6365
0
        {
6366
0
            const float NAV_RESIZE_SPEED = 600.0f;
6367
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6368
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6369
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6370
0
            g.NavWindowingToggleLayer = false;
6371
0
            g.NavDisableMouseHover = true;
6372
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6373
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6374
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6375
0
            {
6376
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6377
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6378
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6379
0
            }
6380
0
        }
6381
0
    }
6382
6383
    // Apply back modified position/size to window
6384
42.6k
    const ImVec2 curr_pos = window->Pos;
6385
42.6k
    const ImVec2 curr_size = window->SizeFull;
6386
42.6k
    if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x))
6387
0
        window->Size.x = window->SizeFull.x = size_target.x;
6388
42.6k
    if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y))
6389
0
        window->Size.y = window->SizeFull.y = size_target.y;
6390
42.6k
    if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x))
6391
0
        window->Pos.x = ImTrunc(pos_target.x);
6392
42.6k
    if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y))
6393
0
        window->Pos.y = ImTrunc(pos_target.y);
6394
42.6k
    if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y)
6395
0
        MarkIniSettingsDirty(window);
6396
6397
    // Recalculate next expected border expected coordinates
6398
42.6k
    if (*border_held != -1)
6399
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6400
6401
42.6k
    return ret_auto_fit_mask;
6402
102k
}
6403
6404
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6405
119k
{
6406
119k
    ImGuiContext& g = *GImGui;
6407
119k
    ImVec2 size_for_clamping = window->Size;
6408
119k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6409
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6410
119k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6411
119k
}
6412
6413
static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size)
6414
0
{
6415
0
    const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6416
0
    const float rounding = window->WindowRounding;
6417
0
    const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6418
0
    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6419
0
    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6420
0
    window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size);
6421
0
}
6422
6423
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6424
145k
{
6425
145k
    ImGuiContext& g = *GImGui;
6426
145k
    const float border_size = window->WindowBorderSize;
6427
145k
    const ImU32 border_col = GetColorU32(ImGuiCol_Border);
6428
145k
    if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
6429
123k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
6430
21.2k
    else if (border_size > 0.0f)
6431
0
    {
6432
0
        if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
6433
0
            RenderWindowOuterSingleBorder(window, 1, border_col, border_size);
6434
0
        if (window->ChildFlags & ImGuiChildFlags_ResizeY)
6435
0
            RenderWindowOuterSingleBorder(window, 3, border_col, border_size);
6436
0
    }
6437
145k
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6438
0
    {
6439
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6440
0
        const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6441
0
        RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual
6442
0
    }
6443
145k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6444
0
    {
6445
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6446
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
6447
0
    }
6448
145k
}
6449
6450
// Draw background and borders
6451
// Draw and handle scrollbars
6452
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6453
162k
{
6454
162k
    ImGuiContext& g = *GImGui;
6455
162k
    ImGuiStyle& style = g.Style;
6456
162k
    ImGuiWindowFlags flags = window->Flags;
6457
6458
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6459
162k
    IM_ASSERT(window->BeginCount == 0);
6460
162k
    window->SkipItems = false;
6461
6462
    // Draw window + handle manual resize
6463
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6464
162k
    const float window_rounding = window->WindowRounding;
6465
162k
    const float window_border_size = window->WindowBorderSize;
6466
162k
    if (window->Collapsed)
6467
17.1k
    {
6468
        // Title bar only
6469
17.1k
        const float backup_border_size = style.FrameBorderSize;
6470
17.1k
        g.Style.FrameBorderSize = window->WindowBorderSize;
6471
17.1k
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6472
17.1k
        if (window->ViewportOwned)
6473
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6474
17.1k
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6475
17.1k
        g.Style.FrameBorderSize = backup_border_size;
6476
17.1k
    }
6477
145k
    else
6478
145k
    {
6479
        // Window background
6480
145k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6481
145k
        {
6482
145k
            bool is_docking_transparent_payload = false;
6483
145k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6484
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6485
0
                    is_docking_transparent_payload = true;
6486
6487
145k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6488
145k
            if (window->ViewportOwned)
6489
0
            {
6490
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6491
0
                if (is_docking_transparent_payload)
6492
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6493
0
            }
6494
145k
            else
6495
145k
            {
6496
                // Adjust alpha. For docking
6497
145k
                bool override_alpha = false;
6498
145k
                float alpha = 1.0f;
6499
145k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6500
0
                {
6501
0
                    alpha = g.NextWindowData.BgAlphaVal;
6502
0
                    override_alpha = true;
6503
0
                }
6504
145k
                if (is_docking_transparent_payload)
6505
0
                {
6506
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6507
0
                    override_alpha = true;
6508
0
                }
6509
145k
                if (override_alpha)
6510
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6511
145k
            }
6512
6513
            // Render, for docked windows and host windows we ensure bg goes before decorations
6514
145k
            if (window->DockIsActive)
6515
0
                window->DockNode->LastBgColor = bg_col;
6516
145k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6517
145k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6518
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6519
145k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6520
145k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6521
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6522
145k
        }
6523
145k
        if (window->DockIsActive)
6524
0
            window->DockNode->IsBgDrawnThisFrame = true;
6525
6526
        // Title bar
6527
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6528
        // in order for their pos/size to be matching their undocking state.)
6529
145k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6530
102k
        {
6531
102k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6532
102k
            if (window->ViewportOwned)
6533
0
                title_bar_col |= IM_COL32_A_MASK; // No alpha
6534
102k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6535
102k
        }
6536
6537
        // Menu bar
6538
145k
        if (flags & ImGuiWindowFlags_MenuBar)
6539
0
        {
6540
0
            ImRect menu_bar_rect = window->MenuBarRect();
6541
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6542
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6543
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6544
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6545
0
        }
6546
6547
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6548
145k
        ImGuiDockNode* node = window->DockNode;
6549
145k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6550
0
        {
6551
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6552
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6553
0
            ImVec2 p = node->Pos;
6554
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6555
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6556
0
            KeepAliveID(unhide_id);
6557
0
            bool hovered, held;
6558
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6559
0
                node->WantHiddenTabBarToggle = true;
6560
0
            else if (held && IsMouseDragging(0))
6561
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6562
6563
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6564
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6565
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6566
0
        }
6567
6568
        // Scrollbars
6569
145k
        if (window->ScrollbarX)
6570
42.6k
            Scrollbar(ImGuiAxis_X);
6571
145k
        if (window->ScrollbarY)
6572
41.0k
            Scrollbar(ImGuiAxis_Y);
6573
6574
        // Render resize grips (after their input handling so we don't have a frame of latency)
6575
145k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6576
102k
        {
6577
204k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6578
102k
            {
6579
102k
                const ImU32 col = resize_grip_col[resize_grip_n];
6580
102k
                if ((col & IM_COL32_A_MASK) == 0)
6581
59.7k
                    continue;
6582
42.6k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6583
42.6k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6584
42.6k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6585
42.6k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6586
42.6k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6587
42.6k
                window->DrawList->PathFillConvex(col);
6588
42.6k
            }
6589
102k
        }
6590
6591
        // Borders (for dock node host they will be rendered over after the tab bar)
6592
145k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6593
145k
            RenderWindowOuterBorders(window);
6594
145k
    }
6595
162k
}
6596
6597
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6598
// Render title text, collapse button, close button
6599
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6600
119k
{
6601
119k
    ImGuiContext& g = *GImGui;
6602
119k
    ImGuiStyle& style = g.Style;
6603
119k
    ImGuiWindowFlags flags = window->Flags;
6604
6605
119k
    const bool has_close_button = (p_open != NULL);
6606
119k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6607
6608
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6609
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6610
119k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6611
119k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6612
119k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6613
6614
    // Layout buttons
6615
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6616
119k
    float pad_l = style.FramePadding.x;
6617
119k
    float pad_r = style.FramePadding.x;
6618
119k
    float button_sz = g.FontSize;
6619
119k
    ImVec2 close_button_pos;
6620
119k
    ImVec2 collapse_button_pos;
6621
119k
    if (has_close_button)
6622
0
    {
6623
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6624
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6625
0
    }
6626
119k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6627
0
    {
6628
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6629
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6630
0
    }
6631
119k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6632
119k
    {
6633
119k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6634
119k
        pad_l += button_sz + style.ItemInnerSpacing.x;
6635
119k
    }
6636
6637
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6638
119k
    if (has_collapse_button)
6639
119k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6640
2
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6641
6642
    // Close button
6643
119k
    if (has_close_button)
6644
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6645
0
            *p_open = false;
6646
6647
119k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6648
119k
    g.CurrentItemFlags = item_flags_backup;
6649
6650
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6651
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6652
119k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6653
119k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6654
6655
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6656
    // while uncentered title text will still reach edges correctly.
6657
119k
    if (pad_l > style.FramePadding.x)
6658
119k
        pad_l += g.Style.ItemInnerSpacing.x;
6659
119k
    if (pad_r > style.FramePadding.x)
6660
0
        pad_r += g.Style.ItemInnerSpacing.x;
6661
119k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6662
0
    {
6663
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6664
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6665
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6666
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6667
0
    }
6668
6669
119k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6670
119k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6671
119k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6672
0
    {
6673
0
        ImVec2 marker_pos;
6674
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6675
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6676
0
        if (marker_pos.x > layout_r.Min.x)
6677
0
        {
6678
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6679
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6680
0
        }
6681
0
    }
6682
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6683
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6684
119k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6685
119k
}
6686
6687
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6688
162k
{
6689
162k
    window->ParentWindow = parent_window;
6690
162k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6691
162k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6692
42.6k
    {
6693
42.6k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6694
42.6k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6695
42.6k
            window->RootWindow = parent_window->RootWindow;
6696
42.6k
    }
6697
162k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6698
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6699
162k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6700
42.6k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6701
162k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6702
0
    {
6703
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6704
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6705
0
    }
6706
162k
}
6707
6708
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6709
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6710
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6711
// - WindowA            // FindBlockingModal() returns Modal1
6712
//   - WindowB          //                  .. returns Modal1
6713
//   - Modal1           //                  .. returns Modal2
6714
//      - WindowC       //                  .. returns Modal2
6715
//          - WindowD   //                  .. returns Modal2
6716
//          - Modal2    //                  .. returns Modal2
6717
//            - WindowE //                  .. returns NULL
6718
// Notes:
6719
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6720
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6721
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6722
382
{
6723
382
    ImGuiContext& g = *GImGui;
6724
382
    if (g.OpenPopupStack.Size <= 0)
6725
382
        return NULL;
6726
6727
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6728
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6729
0
    {
6730
0
        ImGuiWindow* popup_window = popup_data.Window;
6731
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6732
0
            continue;
6733
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6734
0
            continue;
6735
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6736
0
            return popup_window;
6737
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6738
0
            continue;
6739
0
        return popup_window;                                        // Place window right below first block modal
6740
0
    }
6741
0
    return NULL;
6742
0
}
6743
6744
// Push a new Dear ImGui window to add widgets to.
6745
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6746
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6747
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6748
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6749
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6750
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6751
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6752
162k
{
6753
162k
    ImGuiContext& g = *GImGui;
6754
162k
    const ImGuiStyle& style = g.Style;
6755
162k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6756
162k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6757
162k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6758
6759
    // Find or create
6760
162k
    ImGuiWindow* window = FindWindowByName(name);
6761
162k
    const bool window_just_created = (window == NULL);
6762
162k
    if (window_just_created)
6763
9
        window = CreateNewWindow(name, flags);
6764
6765
    // [DEBUG] Debug break requested by user
6766
162k
    if (g.DebugBreakInWindow == window->ID)
6767
0
        IM_DEBUG_BREAK();
6768
6769
    // Automatically disable manual moving/resizing when NoInputs is set
6770
162k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6771
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6772
6773
162k
    if (flags & ImGuiWindowFlags_NavFlattened)
6774
162k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6775
6776
162k
    const int current_frame = g.FrameCount;
6777
162k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6778
162k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6779
6780
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6781
162k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6782
162k
    if (flags & ImGuiWindowFlags_Popup)
6783
0
    {
6784
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6785
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6786
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6787
0
    }
6788
6789
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6790
162k
    const bool window_was_appearing = window->Appearing;
6791
162k
    if (first_begin_of_the_frame)
6792
162k
    {
6793
162k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6794
162k
        window->Appearing = window_just_activated_by_user;
6795
162k
        if (window->Appearing)
6796
14
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6797
162k
        window->FlagsPreviousFrame = window->Flags;
6798
162k
        window->Flags = (ImGuiWindowFlags)flags;
6799
162k
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6800
162k
        window->LastFrameActive = current_frame;
6801
162k
        window->LastTimeActive = (float)g.Time;
6802
162k
        window->BeginOrderWithinParent = 0;
6803
162k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6804
162k
    }
6805
0
    else
6806
0
    {
6807
0
        flags = window->Flags;
6808
0
    }
6809
6810
    // Docking
6811
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6812
162k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6813
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6814
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6815
162k
    if (first_begin_of_the_frame)
6816
162k
    {
6817
162k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6818
162k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6819
162k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6820
162k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6821
162k
        if (has_dock_node || new_auto_dock_node)
6822
0
        {
6823
0
            BeginDocked(window, p_open);
6824
0
            flags = window->Flags;
6825
0
            if (window->DockIsActive)
6826
0
            {
6827
0
                IM_ASSERT(window->DockNode != NULL);
6828
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6829
0
            }
6830
6831
            // Amend the Appearing flag
6832
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6833
0
            {
6834
0
                window->Appearing = true;
6835
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6836
0
            }
6837
0
        }
6838
162k
        else
6839
162k
        {
6840
162k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6841
162k
        }
6842
162k
    }
6843
6844
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6845
162k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6846
162k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6847
162k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6848
6849
    // We allow window memory to be compacted so recreate the base stack when needed.
6850
162k
    if (window->IDStack.Size == 0)
6851
1
        window->IDStack.push_back(window->ID);
6852
6853
    // Add to stack
6854
162k
    g.CurrentWindow = window;
6855
162k
    ImGuiWindowStackData window_stack_data;
6856
162k
    window_stack_data.Window = window;
6857
162k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6858
162k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6859
162k
    g.CurrentWindowStack.push_back(window_stack_data);
6860
162k
    if (flags & ImGuiWindowFlags_ChildMenu)
6861
0
        g.BeginMenuDepth++;
6862
6863
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6864
162k
    if (first_begin_of_the_frame)
6865
162k
    {
6866
162k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6867
162k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6868
6869
        // Focus route
6870
        // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
6871
        // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
6872
162k
        window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL;
6873
162k
        if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL)
6874
0
            if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute)
6875
0
                window->ParentWindowForFocusRoute = window->DockNode->HostWindow;
6876
6877
        // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute()
6878
162k
        if (window->WindowClass.FocusRouteParentWindowId != 0)
6879
0
        {
6880
0
            window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId);
6881
0
            IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId.
6882
0
        }
6883
162k
    }
6884
6885
    // Add to focus scope stack
6886
162k
    PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
6887
162k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6888
6889
    // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[]
6890
162k
    if (flags & ImGuiWindowFlags_Popup)
6891
0
    {
6892
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6893
0
        popup_ref.Window = window;
6894
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6895
0
        g.BeginPopupStack.push_back(popup_ref);
6896
0
        window->PopupId = popup_ref.PopupId;
6897
0
    }
6898
6899
    // Process SetNextWindow***() calls
6900
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6901
162k
    bool window_pos_set_by_api = false;
6902
162k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6903
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6904
0
    {
6905
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6906
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6907
0
        {
6908
            // May be processed on the next frame if this is our first frame and we are measuring size
6909
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6910
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6911
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6912
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6913
0
        }
6914
0
        else
6915
0
        {
6916
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6917
0
        }
6918
0
    }
6919
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6920
102k
    {
6921
102k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6922
102k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6923
102k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6924
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6925
102k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6926
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6927
102k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6928
102k
    }
6929
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6930
0
    {
6931
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6932
0
        {
6933
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6934
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6935
0
        }
6936
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6937
0
        {
6938
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6939
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6940
0
        }
6941
0
    }
6942
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6943
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6944
162k
    else if (first_begin_of_the_frame)
6945
162k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6946
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6947
0
        window->WindowClass = g.NextWindowData.WindowClass;
6948
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6949
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6950
162k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6951
0
        FocusWindow(window);
6952
162k
    if (window->Appearing)
6953
14
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6954
6955
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6956
162k
    g.CurrentWindow = NULL;
6957
6958
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6959
162k
    if (first_begin_of_the_frame)
6960
162k
    {
6961
        // Initialize
6962
162k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6963
162k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6964
162k
        window->Active = true;
6965
162k
        window->HasCloseButton = (p_open != NULL);
6966
162k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6967
162k
        window->IDStack.resize(1);
6968
162k
        window->DrawList->_ResetForNewFrame();
6969
162k
        window->DC.CurrentTableIdx = -1;
6970
162k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6971
0
        {
6972
0
            window->DrawList->ChannelsSplit(2);
6973
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6974
0
        }
6975
6976
        // Restore buffer capacity when woken from a compacted state, to avoid
6977
162k
        if (window->MemoryCompacted)
6978
1
            GcAwakeTransientWindowBuffers(window);
6979
6980
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6981
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6982
162k
        bool window_title_visible_elsewhere = false;
6983
162k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6984
0
            window_title_visible_elsewhere = true;
6985
162k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6986
0
            window_title_visible_elsewhere = true;
6987
162k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6988
0
        {
6989
0
            size_t buf_len = (size_t)window->NameBufLen;
6990
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6991
0
            window->NameBufLen = (int)buf_len;
6992
0
        }
6993
6994
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6995
6996
        // Update contents size from last frame for auto-fitting (or use explicit size)
6997
162k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6998
6999
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
7000
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
7001
        // it has a single usage before this code block and may be set below before it is finally checked.
7002
162k
        if (window->HiddenFramesCanSkipItems > 0)
7003
25.1k
            window->HiddenFramesCanSkipItems--;
7004
162k
        if (window->HiddenFramesCannotSkipItems > 0)
7005
6
            window->HiddenFramesCannotSkipItems--;
7006
162k
        if (window->HiddenFramesForRenderOnly > 0)
7007
0
            window->HiddenFramesForRenderOnly--;
7008
7009
        // Hide new windows for one frame until they calculate their size
7010
162k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
7011
3
            window->HiddenFramesCannotSkipItems = 1;
7012
7013
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
7014
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
7015
162k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
7016
0
        {
7017
0
            window->HiddenFramesCannotSkipItems = 1;
7018
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
7019
0
            {
7020
0
                if (!window_size_x_set_by_api)
7021
0
                    window->Size.x = window->SizeFull.x = 0.f;
7022
0
                if (!window_size_y_set_by_api)
7023
0
                    window->Size.y = window->SizeFull.y = 0.f;
7024
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
7025
0
            }
7026
0
        }
7027
7028
        // SELECT VIEWPORT
7029
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
7030
7031
162k
        WindowSelectViewport(window);
7032
162k
        SetCurrentViewport(window, window->Viewport);
7033
162k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7034
162k
        SetCurrentWindow(window);
7035
162k
        flags = window->Flags;
7036
7037
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
7038
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
7039
7040
162k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
7041
42.6k
            window->WindowBorderSize = style.ChildBorderSize;
7042
119k
        else
7043
119k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
7044
162k
        window->WindowPadding = style.WindowPadding;
7045
162k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
7046
21.2k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
7047
7048
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
7049
162k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
7050
162k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
7051
7052
        // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible.
7053
        // Those flags will be altered further down in the function depending on more conditions.
7054
162k
        bool use_current_size_for_scrollbar_x = window_just_created;
7055
162k
        bool use_current_size_for_scrollbar_y = window_just_created;
7056
162k
        if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f)
7057
0
            use_current_size_for_scrollbar_x = true;
7058
162k
        if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252
7059
0
            use_current_size_for_scrollbar_y = true;
7060
7061
        // Collapse window by double-clicking on title bar
7062
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
7063
162k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
7064
119k
        {
7065
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7066
119k
            ImRect title_bar_rect = window->TitleBarRect();
7067
119k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max))
7068
267
                if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_None)
7069
8
                    window->WantCollapseToggle = true;
7070
119k
            if (window->WantCollapseToggle)
7071
10
            {
7072
10
                window->Collapsed = !window->Collapsed;
7073
10
                if (!window->Collapsed)
7074
5
                    use_current_size_for_scrollbar_y = true;
7075
10
                MarkIniSettingsDirty(window);
7076
10
            }
7077
119k
        }
7078
42.6k
        else
7079
42.6k
        {
7080
42.6k
            window->Collapsed = false;
7081
42.6k
        }
7082
162k
        window->WantCollapseToggle = false;
7083
7084
        // SIZE
7085
7086
        // Outer Decoration Sizes
7087
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7088
162k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7089
162k
        window->DecoOuterSizeX1 = 0.0f;
7090
162k
        window->DecoOuterSizeX2 = 0.0f;
7091
162k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7092
162k
        window->DecoOuterSizeY2 = 0.0f;
7093
162k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7094
7095
        // Calculate auto-fit size, handle automatic resize
7096
162k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7097
162k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7098
0
        {
7099
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7100
0
            if (!window_size_x_set_by_api)
7101
0
            {
7102
0
                window->SizeFull.x = size_auto_fit.x;
7103
0
                use_current_size_for_scrollbar_x = true;
7104
0
            }
7105
0
            if (!window_size_y_set_by_api)
7106
0
            {
7107
0
                window->SizeFull.y = size_auto_fit.y;
7108
0
                use_current_size_for_scrollbar_y = true;
7109
0
            }
7110
0
        }
7111
162k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7112
6
        {
7113
            // Auto-fit may only grow window during the first few frames
7114
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7115
6
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7116
6
            {
7117
6
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7118
6
                use_current_size_for_scrollbar_x = true;
7119
6
            }
7120
6
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7121
6
            {
7122
6
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7123
6
                use_current_size_for_scrollbar_y = true;
7124
6
            }
7125
6
            if (!window->Collapsed)
7126
6
                MarkIniSettingsDirty(window);
7127
6
        }
7128
7129
        // Apply minimum/maximum window size constraints and final size
7130
162k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7131
162k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7132
7133
        // POSITION
7134
7135
        // Popup latch its initial position, will position itself when it appears next frame
7136
162k
        if (window_just_activated_by_user)
7137
14
        {
7138
14
            window->AutoPosLastDirection = ImGuiDir_None;
7139
14
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7140
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7141
14
        }
7142
7143
        // Position child window
7144
162k
        if (flags & ImGuiWindowFlags_ChildWindow)
7145
42.6k
        {
7146
42.6k
            IM_ASSERT(parent_window && parent_window->Active);
7147
42.6k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7148
42.6k
            parent_window->DC.ChildWindows.push_back(window);
7149
42.6k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7150
42.6k
                window->Pos = parent_window->DC.CursorPos;
7151
42.6k
        }
7152
7153
162k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7154
162k
        if (window_pos_with_pivot)
7155
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7156
162k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7157
0
            window->Pos = FindBestWindowPosForPopup(window);
7158
162k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7159
0
            window->Pos = FindBestWindowPosForPopup(window);
7160
162k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7161
0
            window->Pos = FindBestWindowPosForPopup(window);
7162
7163
        // Late create viewport if we don't fit within our current host viewport.
7164
162k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7165
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7166
0
            {
7167
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7168
                //ImGuiViewport* old_viewport = window->Viewport;
7169
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7170
7171
                // FIXME-DPI
7172
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7173
0
                SetCurrentViewport(window, window->Viewport);
7174
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7175
0
                SetCurrentWindow(window);
7176
0
            }
7177
7178
162k
        if (window->ViewportOwned)
7179
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7180
7181
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7182
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7183
162k
        ImRect viewport_rect(window->Viewport->GetMainRect());
7184
162k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7185
162k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7186
162k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7187
7188
        // Clamp position/size so window stays visible within its viewport or monitor
7189
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7190
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7191
162k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7192
119k
        {
7193
119k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7194
119k
            {
7195
119k
                ClampWindowPos(window, visibility_rect);
7196
119k
            }
7197
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7198
0
            {
7199
0
                if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree)
7200
0
                {
7201
                    // While moving windows we allow them to straddle monitors (#7299, #3071)
7202
0
                    visibility_rect = g.PlatformMonitorsFullWorkRect;
7203
0
                }
7204
0
                else
7205
0
                {
7206
                    // When not moving ensure visible in its monitor
7207
                    // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7208
0
                    const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7209
0
                    visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize);
7210
0
                }
7211
0
                visibility_rect.Expand(-visibility_padding);
7212
0
                ClampWindowPos(window, visibility_rect);
7213
0
            }
7214
119k
        }
7215
162k
        window->Pos = ImTrunc(window->Pos);
7216
7217
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7218
        // Large values tend to lead to variety of artifacts and are not recommended.
7219
162k
        if (window->ViewportOwned || window->DockIsActive)
7220
0
            window->WindowRounding = 0.0f;
7221
162k
        else
7222
162k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7223
7224
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7225
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7226
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7227
7228
        // Apply window focus (new and reactivated windows are moved to front)
7229
162k
        bool want_focus = false;
7230
162k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7231
14
        {
7232
14
            if (flags & ImGuiWindowFlags_Popup)
7233
0
                want_focus = true;
7234
14
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7235
6
                want_focus = true;
7236
14
        }
7237
7238
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7239
#ifdef IMGUI_ENABLE_TEST_ENGINE
7240
        if (g.TestEngineHookItems)
7241
        {
7242
            IM_ASSERT(window->IDStack.Size == 1);
7243
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7244
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7245
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7246
            window->IDStack.Size = 1;
7247
        }
7248
#endif
7249
7250
        // Decide if we are going to handle borders and resize grips
7251
162k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7252
7253
        // Handle manual resize: Resize Grips, Borders, Gamepad
7254
162k
        int border_hovered = -1, border_held = -1;
7255
162k
        ImU32 resize_grip_col[4] = {};
7256
162k
        const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7257
162k
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7258
162k
        if (handle_borders_and_resize_grips && !window->Collapsed)
7259
145k
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7260
0
            {
7261
0
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7262
0
                    use_current_size_for_scrollbar_x = true;
7263
0
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7264
0
                    use_current_size_for_scrollbar_y = true;
7265
0
            }
7266
162k
        window->ResizeBorderHovered = (signed char)border_hovered;
7267
162k
        window->ResizeBorderHeld = (signed char)border_held;
7268
7269
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7270
162k
        if (window->ViewportOwned)
7271
0
        {
7272
0
            if (!window->Viewport->PlatformRequestMove)
7273
0
                window->Viewport->Pos = window->Pos;
7274
0
            if (!window->Viewport->PlatformRequestResize)
7275
0
                window->Viewport->Size = window->Size;
7276
0
            window->Viewport->UpdateWorkRect();
7277
0
            viewport_rect = window->Viewport->GetMainRect();
7278
0
        }
7279
7280
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7281
162k
        window->ViewportPos = window->Viewport->Pos;
7282
7283
        // SCROLLBAR VISIBILITY
7284
7285
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7286
162k
        if (!window->Collapsed)
7287
145k
        {
7288
            // When reading the current size we need to read it after size constraints have been applied.
7289
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7290
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7291
145k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7292
145k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7293
145k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7294
145k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7295
145k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7296
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7297
145k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7298
145k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7299
145k
            if (window->ScrollbarX && !window->ScrollbarY)
7300
4.14k
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7301
145k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7302
7303
            // Amend the partially filled window->DecorationXXX values.
7304
145k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7305
145k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7306
145k
        }
7307
7308
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7309
        // Update various regions. Variables they depend on should be set above in this function.
7310
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7311
7312
        // Outer rectangle
7313
        // Not affected by window border size. Used by:
7314
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7315
        // - Begin() initial clipping rect for drawing window background and borders.
7316
        // - Begin() clipping whole child
7317
162k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7318
162k
        const ImRect outer_rect = window->Rect();
7319
162k
        const ImRect title_bar_rect = window->TitleBarRect();
7320
162k
        window->OuterRectClipped = outer_rect;
7321
162k
        if (window->DockIsActive)
7322
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7323
162k
        window->OuterRectClipped.ClipWith(host_rect);
7324
7325
        // Inner rectangle
7326
        // Not affected by window border size. Used by:
7327
        // - InnerClipRect
7328
        // - ScrollToRectEx()
7329
        // - NavUpdatePageUpPageDown()
7330
        // - Scrollbar()
7331
162k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7332
162k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7333
162k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7334
162k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7335
7336
        // Inner clipping rectangle.
7337
        // Will extend a little bit outside the normal work region.
7338
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7339
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7340
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7341
        // Affected by window/frame border size. Used by:
7342
        // - Begin() initial clip rect
7343
162k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7344
162k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7345
162k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7346
162k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7347
162k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7348
162k
        window->InnerClipRect.ClipWithFull(host_rect);
7349
7350
        // Default item width. Make it proportional to window size if window manually resizes
7351
162k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7352
162k
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7353
0
        else
7354
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7355
7356
        // SCROLLING
7357
7358
        // Lock down maximum scrolling
7359
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7360
        // for right/bottom aligned items without creating a scrollbar.
7361
162k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7362
162k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7363
7364
        // Apply scrolling
7365
162k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7366
162k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7367
162k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7368
7369
        // DRAWING
7370
7371
        // Setup draw list and outer clipping rectangle
7372
162k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7373
162k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7374
162k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7375
7376
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7377
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7378
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7379
162k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7380
162k
        if (is_undocked_or_docked_visible)
7381
162k
        {
7382
162k
            bool render_decorations_in_parent = false;
7383
162k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7384
42.6k
            {
7385
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7386
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7387
42.6k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7388
42.6k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7389
42.6k
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7390
42.6k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7391
42.6k
                    render_decorations_in_parent = true;
7392
42.6k
            }
7393
162k
            if (render_decorations_in_parent)
7394
42.6k
                window->DrawList = parent_window->DrawList;
7395
7396
            // Handle title bar, scrollbar, resize grips and resize borders
7397
162k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7398
162k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7399
162k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7400
7401
162k
            if (render_decorations_in_parent)
7402
42.6k
                window->DrawList = &window->DrawListInst;
7403
162k
        }
7404
7405
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7406
7407
        // Work rectangle.
7408
        // Affected by window padding and border size. Used by:
7409
        // - Columns() for right-most edge
7410
        // - TreeNode(), CollapsingHeader() for right-most edge
7411
        // - BeginTabBar() for right-most edge
7412
162k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7413
162k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7414
162k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7415
162k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7416
162k
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7417
162k
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7418
162k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7419
162k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7420
162k
        window->ParentWorkRect = window->WorkRect;
7421
7422
        // [LEGACY] Content Region
7423
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7424
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7425
        // Used by:
7426
        // - Mouse wheel scrolling + many other things
7427
162k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7428
162k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7429
162k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7430
162k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7431
7432
        // Setup drawing context
7433
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7434
162k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7435
162k
        window->DC.GroupOffset.x = 0.0f;
7436
162k
        window->DC.ColumnsOffset.x = 0.0f;
7437
7438
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7439
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7440
162k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7441
162k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7442
162k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7443
162k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7444
162k
        window->DC.CursorPos = window->DC.CursorStartPos;
7445
162k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7446
162k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7447
162k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7448
162k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7449
162k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7450
162k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7451
7452
162k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7453
162k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7454
162k
        window->DC.NavLayersActiveMaskNext = 0x00;
7455
162k
        window->DC.NavIsScrollPushableX = true;
7456
162k
        window->DC.NavHideHighlightOneFrame = false;
7457
162k
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7458
7459
162k
        window->DC.MenuBarAppending = false;
7460
162k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7461
162k
        window->DC.TreeDepth = 0;
7462
162k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7463
162k
        window->DC.ChildWindows.resize(0);
7464
162k
        window->DC.StateStorage = &window->StateStorage;
7465
162k
        window->DC.CurrentColumns = NULL;
7466
162k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7467
162k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7468
7469
162k
        window->DC.ItemWidth = window->ItemWidthDefault;
7470
162k
        window->DC.TextWrapPos = -1.0f; // disabled
7471
162k
        window->DC.ItemWidthStack.resize(0);
7472
162k
        window->DC.TextWrapPosStack.resize(0);
7473
162k
        if (flags & ImGuiWindowFlags_Modal)
7474
0
            window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg));
7475
7476
162k
        if (window->AutoFitFramesX > 0)
7477
6
            window->AutoFitFramesX--;
7478
162k
        if (window->AutoFitFramesY > 0)
7479
6
            window->AutoFitFramesY--;
7480
7481
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7482
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7483
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7484
        // - Position window behind the modal that is not a begin-parent of this window.
7485
162k
        if (want_focus)
7486
6
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7487
162k
        if (want_focus && window == g.NavWindow)
7488
6
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7489
7490
        // Close requested by platform window (apply to all windows in this viewport)
7491
162k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7492
0
        {
7493
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7494
0
            *p_open = false;
7495
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7496
0
        }
7497
7498
        // Title bar
7499
162k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7500
119k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7501
7502
        // Clear hit test shape every frame
7503
162k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7504
7505
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7506
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7507
        // Maybe we can support CTRL+C on every element?
7508
        /*
7509
        //if (g.NavWindow == window && g.ActiveId == 0)
7510
        if (g.ActiveId == window->MoveId)
7511
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7512
                LogToClipboard();
7513
        */
7514
7515
162k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7516
162k
        {
7517
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7518
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7519
162k
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7520
77
                BeginDockableDragDropSource(window);
7521
7522
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7523
162k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7524
9
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7525
6
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7526
6
                        BeginDockableDragDropTarget(window);
7527
162k
        }
7528
7529
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7530
        // This is useful to allow creating context menus on title bar only, etc.
7531
162k
        if (window->DockIsActive)
7532
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7533
162k
        else
7534
162k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7535
7536
        // [DEBUG]
7537
162k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7538
162k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7539
0
            DebugLocateItemResolveWithLastItem();
7540
162k
#endif
7541
7542
        // [Test Engine] Register title bar / tab with MoveId.
7543
#ifdef IMGUI_ENABLE_TEST_ENGINE
7544
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7545
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7546
#endif
7547
162k
    }
7548
0
    else
7549
0
    {
7550
        // Append
7551
0
        SetCurrentViewport(window, window->Viewport);
7552
0
        SetCurrentWindow(window);
7553
0
    }
7554
7555
162k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7556
162k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7557
7558
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7559
162k
    window->WriteAccessed = false;
7560
162k
    window->BeginCount++;
7561
162k
    g.NextWindowData.ClearFlags();
7562
7563
    // Update visibility
7564
162k
    if (first_begin_of_the_frame)
7565
162k
    {
7566
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7567
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7568
        // This is analogous to regular windows being hidden from one frame.
7569
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7570
162k
        if (window->DockIsActive && !window->DockTabIsVisible)
7571
0
        {
7572
0
            if (window->LastFrameJustFocused == g.FrameCount)
7573
0
                window->HiddenFramesCannotSkipItems = 1;
7574
0
            else
7575
0
                window->HiddenFramesCanSkipItems = 1;
7576
0
        }
7577
7578
162k
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7579
42.6k
        {
7580
            // Child window can be out of sight and have "negative" clip windows.
7581
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7582
42.6k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7583
42.6k
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7584
42.6k
            if (!g.LogEnabled && !nav_request)
7585
42.6k
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7586
25.1k
                {
7587
25.1k
                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7588
0
                        window->HiddenFramesCannotSkipItems = 1;
7589
25.1k
                    else
7590
25.1k
                        window->HiddenFramesCanSkipItems = 1;
7591
25.1k
                }
7592
7593
            // Hide along with parent or if parent is collapsed
7594
42.6k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7595
0
                window->HiddenFramesCanSkipItems = 1;
7596
42.6k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7597
3
                window->HiddenFramesCannotSkipItems = 1;
7598
42.6k
        }
7599
7600
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7601
162k
        if (style.Alpha <= 0.0f)
7602
0
            window->HiddenFramesCanSkipItems = 1;
7603
7604
        // Update the Hidden flag
7605
162k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7606
162k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7607
7608
        // Disable inputs for requested number of frames
7609
162k
        if (window->DisableInputsFrames > 0)
7610
0
        {
7611
0
            window->DisableInputsFrames--;
7612
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7613
0
        }
7614
7615
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7616
162k
        bool skip_items = false;
7617
162k
        if (window->Collapsed || !window->Active || hidden_regular)
7618
42.2k
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7619
42.2k
                skip_items = true;
7620
162k
        window->SkipItems = skip_items;
7621
7622
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7623
162k
        if (window->SkipItems)
7624
42.2k
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7625
7626
        // Sanity check: there are two spots which can set Appearing = true
7627
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7628
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7629
162k
        if (window->SkipItems && !window->Appearing)
7630
162k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7631
162k
    }
7632
7633
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7634
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7635
162k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7636
162k
    if (!window->IsFallbackWindow)
7637
102k
        if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))
7638
0
        {
7639
0
            if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7640
0
            if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7641
0
            return false;
7642
0
        }
7643
162k
#endif
7644
7645
162k
    return !window->SkipItems;
7646
162k
}
7647
7648
void ImGui::End()
7649
162k
{
7650
162k
    ImGuiContext& g = *GImGui;
7651
162k
    ImGuiWindow* window = g.CurrentWindow;
7652
7653
    // Error checking: verify that user hasn't called End() too many times!
7654
162k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7655
0
    {
7656
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7657
0
        return;
7658
0
    }
7659
162k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7660
7661
    // Error checking: verify that user doesn't directly call End() on a child window.
7662
162k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7663
162k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7664
7665
    // Close anything that is open
7666
162k
    if (window->DC.CurrentColumns)
7667
0
        EndColumns();
7668
162k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7669
162k
        PopClipRect();
7670
162k
    PopFocusScope();
7671
7672
    // Stop logging
7673
162k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7674
119k
        LogFinish();
7675
7676
162k
    if (window->DC.IsSetPos)
7677
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7678
7679
    // Docking: report contents sizes to parent to allow for auto-resize
7680
162k
    if (window->DockNode && window->DockTabIsVisible)
7681
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7682
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7683
7684
    // Pop from window stack
7685
162k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7686
162k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7687
0
        g.BeginMenuDepth--;
7688
162k
    if (window->Flags & ImGuiWindowFlags_Popup)
7689
0
        g.BeginPopupStack.pop_back();
7690
162k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7691
162k
    g.CurrentWindowStack.pop_back();
7692
162k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7693
162k
    if (g.CurrentWindow)
7694
102k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7695
162k
}
7696
7697
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7698
18.1k
{
7699
18.1k
    ImGuiContext& g = *GImGui;
7700
18.1k
    IM_ASSERT(window == window->RootWindow);
7701
7702
18.1k
    const int cur_order = window->FocusOrder;
7703
18.1k
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7704
18.1k
    if (g.WindowsFocusOrder.back() == window)
7705
18.1k
        return;
7706
7707
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7708
0
    for (int n = cur_order; n < new_order; n++)
7709
0
    {
7710
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7711
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7712
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7713
0
    }
7714
0
    g.WindowsFocusOrder[new_order] = window;
7715
0
    window->FocusOrder = (short)new_order;
7716
0
}
7717
7718
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7719
18.1k
{
7720
18.1k
    ImGuiContext& g = *GImGui;
7721
18.1k
    ImGuiWindow* current_front_window = g.Windows.back();
7722
18.1k
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7723
18.1k
        return;
7724
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7725
0
        if (g.Windows[i] == window)
7726
0
        {
7727
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7728
0
            g.Windows[g.Windows.Size - 1] = window;
7729
0
            break;
7730
0
        }
7731
0
}
7732
7733
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7734
0
{
7735
0
    ImGuiContext& g = *GImGui;
7736
0
    if (g.Windows[0] == window)
7737
0
        return;
7738
0
    for (int i = 0; i < g.Windows.Size; i++)
7739
0
        if (g.Windows[i] == window)
7740
0
        {
7741
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7742
0
            g.Windows[0] = window;
7743
0
            break;
7744
0
        }
7745
0
}
7746
7747
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7748
0
{
7749
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7750
0
    ImGuiContext& g = *GImGui;
7751
0
    window = window->RootWindow;
7752
0
    behind_window = behind_window->RootWindow;
7753
0
    int pos_wnd = FindWindowDisplayIndex(window);
7754
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7755
0
    if (pos_wnd < pos_beh)
7756
0
    {
7757
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7758
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7759
0
        g.Windows[pos_beh - 1] = window;
7760
0
    }
7761
0
    else
7762
0
    {
7763
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7764
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7765
0
        g.Windows[pos_beh] = window;
7766
0
    }
7767
0
}
7768
7769
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7770
0
{
7771
0
    ImGuiContext& g = *GImGui;
7772
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7773
0
}
7774
7775
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7776
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7777
29.6k
{
7778
29.6k
    ImGuiContext& g = *GImGui;
7779
7780
    // Modal check?
7781
29.6k
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7782
382
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7783
0
        {
7784
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7785
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7786
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7787
0
            return;
7788
0
        }
7789
7790
    // Find last focused child (if any) and focus it instead.
7791
29.6k
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7792
0
        window = NavRestoreLastChildNavWindow(window);
7793
7794
    // Apply focus
7795
29.6k
    if (g.NavWindow != window)
7796
8.48k
    {
7797
8.48k
        SetNavWindow(window);
7798
8.48k
        if (window && g.NavDisableMouseHover)
7799
1.69k
            g.NavMousePosDirty = true;
7800
8.48k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7801
8.48k
        g.NavLayer = ImGuiNavLayer_Main;
7802
8.48k
        SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
7803
8.48k
        g.NavIdIsAlive = false;
7804
8.48k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7805
7806
        // Close popups if any
7807
8.48k
        ClosePopupsOverWindow(window, false);
7808
8.48k
    }
7809
7810
    // Move the root window to the top of the pile
7811
29.6k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7812
29.6k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7813
29.6k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7814
29.6k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7815
29.6k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7816
7817
    // Steal active widgets. Some of the cases it triggers includes:
7818
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7819
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7820
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7821
29.6k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7822
182
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7823
9
            ClearActiveID();
7824
7825
    // Passing NULL allow to disable keyboard focus
7826
29.6k
    if (!window)
7827
11.5k
        return;
7828
18.1k
    window->LastFrameJustFocused = g.FrameCount;
7829
7830
    // Select in dock node
7831
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7832
    //if (dock_node && dock_node->TabBar)
7833
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7834
7835
    // Bring to front
7836
18.1k
    BringWindowToFocusFront(focus_front_window);
7837
18.1k
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7838
18.1k
        BringWindowToDisplayFront(display_front_window);
7839
18.1k
}
7840
7841
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7842
0
{
7843
0
    ImGuiContext& g = *GImGui;
7844
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7845
0
    if (under_this_window != NULL)
7846
0
    {
7847
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7848
0
        int offset = -1;
7849
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7850
0
        {
7851
0
            under_this_window = under_this_window->ParentWindow;
7852
0
            offset = 0;
7853
0
        }
7854
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7855
0
    }
7856
0
    for (int i = start_idx; i >= 0; i--)
7857
0
    {
7858
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7859
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7860
0
        if (window == ignore_window || !window->WasActive)
7861
0
            continue;
7862
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7863
0
            continue;
7864
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7865
0
        {
7866
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7867
            // This is failing (lagging by one frame) for docked windows.
7868
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7869
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7870
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7871
0
            FocusWindow(window, flags);
7872
0
            return;
7873
0
        }
7874
0
    }
7875
0
    FocusWindow(NULL, flags);
7876
0
}
7877
7878
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7879
void ImGui::SetCurrentFont(ImFont* font)
7880
59.7k
{
7881
59.7k
    ImGuiContext& g = *GImGui;
7882
59.7k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7883
59.7k
    IM_ASSERT(font->Scale > 0.0f);
7884
59.7k
    g.Font = font;
7885
59.7k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7886
59.7k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7887
7888
59.7k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7889
59.7k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7890
59.7k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7891
59.7k
    g.DrawListSharedData.Font = g.Font;
7892
59.7k
    g.DrawListSharedData.FontSize = g.FontSize;
7893
59.7k
}
7894
7895
void ImGui::PushFont(ImFont* font)
7896
0
{
7897
0
    ImGuiContext& g = *GImGui;
7898
0
    if (!font)
7899
0
        font = GetDefaultFont();
7900
0
    SetCurrentFont(font);
7901
0
    g.FontStack.push_back(font);
7902
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7903
0
}
7904
7905
void  ImGui::PopFont()
7906
0
{
7907
0
    ImGuiContext& g = *GImGui;
7908
0
    g.CurrentWindow->DrawList->PopTextureID();
7909
0
    g.FontStack.pop_back();
7910
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7911
0
}
7912
7913
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7914
42.6k
{
7915
42.6k
    ImGuiContext& g = *GImGui;
7916
42.6k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7917
42.6k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7918
42.6k
    if (enabled)
7919
0
        item_flags |= option;
7920
42.6k
    else
7921
42.6k
        item_flags &= ~option;
7922
42.6k
    g.CurrentItemFlags = item_flags;
7923
42.6k
    g.ItemFlagsStack.push_back(item_flags);
7924
42.6k
}
7925
7926
void ImGui::PopItemFlag()
7927
42.6k
{
7928
42.6k
    ImGuiContext& g = *GImGui;
7929
42.6k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7930
42.6k
    g.ItemFlagsStack.pop_back();
7931
42.6k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7932
42.6k
}
7933
7934
// BeginDisabled()/EndDisabled()
7935
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7936
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7937
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7938
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7939
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7940
void ImGui::BeginDisabled(bool disabled)
7941
0
{
7942
0
    ImGuiContext& g = *GImGui;
7943
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7944
0
    if (!was_disabled && disabled)
7945
0
    {
7946
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7947
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7948
0
    }
7949
0
    if (was_disabled || disabled)
7950
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7951
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7952
0
    g.DisabledStackSize++;
7953
0
}
7954
7955
void ImGui::EndDisabled()
7956
0
{
7957
0
    ImGuiContext& g = *GImGui;
7958
0
    IM_ASSERT(g.DisabledStackSize > 0);
7959
0
    g.DisabledStackSize--;
7960
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7961
    //PopItemFlag();
7962
0
    g.ItemFlagsStack.pop_back();
7963
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7964
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7965
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7966
0
}
7967
7968
void ImGui::PushTabStop(bool tab_stop)
7969
42.6k
{
7970
42.6k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7971
42.6k
}
7972
7973
void ImGui::PopTabStop()
7974
42.6k
{
7975
42.6k
    PopItemFlag();
7976
42.6k
}
7977
7978
void ImGui::PushButtonRepeat(bool repeat)
7979
0
{
7980
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7981
0
}
7982
7983
void ImGui::PopButtonRepeat()
7984
0
{
7985
0
    PopItemFlag();
7986
0
}
7987
7988
void ImGui::PushTextWrapPos(float wrap_pos_x)
7989
0
{
7990
0
    ImGuiWindow* window = GetCurrentWindow();
7991
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7992
0
    window->DC.TextWrapPos = wrap_pos_x;
7993
0
}
7994
7995
void ImGui::PopTextWrapPos()
7996
0
{
7997
0
    ImGuiWindow* window = GetCurrentWindow();
7998
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7999
0
    window->DC.TextWrapPosStack.pop_back();
8000
0
}
8001
8002
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
8003
0
{
8004
0
    ImGuiWindow* last_window = NULL;
8005
0
    while (last_window != window)
8006
0
    {
8007
0
        last_window = window;
8008
0
        window = window->RootWindow;
8009
0
        if (popup_hierarchy)
8010
0
            window = window->RootWindowPopupTree;
8011
0
    if (dock_hierarchy)
8012
0
      window = window->RootWindowDockTree;
8013
0
  }
8014
0
    return window;
8015
0
}
8016
8017
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
8018
0
{
8019
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
8020
0
    if (window_root == potential_parent)
8021
0
        return true;
8022
0
    while (window != NULL)
8023
0
    {
8024
0
        if (window == potential_parent)
8025
0
            return true;
8026
0
        if (window == window_root) // end of chain
8027
0
            return false;
8028
0
        window = window->ParentWindow;
8029
0
    }
8030
0
    return false;
8031
0
}
8032
8033
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
8034
0
{
8035
0
    if (window->RootWindow == potential_parent)
8036
0
        return true;
8037
0
    while (window != NULL)
8038
0
    {
8039
0
        if (window == potential_parent)
8040
0
            return true;
8041
0
        window = window->ParentWindowInBeginStack;
8042
0
    }
8043
0
    return false;
8044
0
}
8045
8046
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
8047
0
{
8048
0
    ImGuiContext& g = *GImGui;
8049
8050
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
8051
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
8052
0
    if (display_layer_delta != 0)
8053
0
        return display_layer_delta > 0;
8054
8055
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
8056
0
    {
8057
0
        ImGuiWindow* candidate_window = g.Windows[i];
8058
0
        if (candidate_window == potential_above)
8059
0
            return true;
8060
0
        if (candidate_window == potential_below)
8061
0
            return false;
8062
0
    }
8063
0
    return false;
8064
0
}
8065
8066
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
8067
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
8068
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
8069
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
8070
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
8071
69.8k
{
8072
69.8k
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
8073
8074
69.8k
    ImGuiContext& g = *GImGui;
8075
69.8k
    ImGuiWindow* ref_window = g.HoveredWindow;
8076
69.8k
    ImGuiWindow* cur_window = g.CurrentWindow;
8077
69.8k
    if (ref_window == NULL)
8078
69.4k
        return false;
8079
8080
451
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8081
451
    {
8082
451
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8083
451
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8084
451
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8085
451
        if (flags & ImGuiHoveredFlags_RootWindow)
8086
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8087
8088
451
        bool result;
8089
451
        if (flags & ImGuiHoveredFlags_ChildWindows)
8090
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8091
451
        else
8092
451
            result = (ref_window == cur_window);
8093
451
        if (!result)
8094
427
            return false;
8095
451
    }
8096
8097
24
    if (!IsWindowContentHoverable(ref_window, flags))
8098
0
        return false;
8099
24
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8100
24
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8101
0
            return false;
8102
8103
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8104
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8105
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8106
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8107
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8108
24
    if (flags & ImGuiHoveredFlags_ForTooltip)
8109
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8110
24
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8111
0
        return false;
8112
8113
24
    return true;
8114
24
}
8115
8116
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8117
81.5k
{
8118
81.5k
    ImGuiContext& g = *GImGui;
8119
81.5k
    ImGuiWindow* ref_window = g.NavWindow;
8120
81.5k
    ImGuiWindow* cur_window = g.CurrentWindow;
8121
8122
81.5k
    if (ref_window == NULL)
8123
22.1k
        return false;
8124
59.3k
    if (flags & ImGuiFocusedFlags_AnyWindow)
8125
0
        return true;
8126
8127
59.3k
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8128
59.3k
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8129
59.3k
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8130
59.3k
    if (flags & ImGuiHoveredFlags_RootWindow)
8131
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8132
8133
59.3k
    if (flags & ImGuiHoveredFlags_ChildWindows)
8134
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8135
59.3k
    else
8136
59.3k
        return (ref_window == cur_window);
8137
59.3k
}
8138
8139
ImGuiID ImGui::GetWindowDockID()
8140
0
{
8141
0
    ImGuiContext& g = *GImGui;
8142
0
    return g.CurrentWindow->DockId;
8143
0
}
8144
8145
bool ImGui::IsWindowDocked()
8146
0
{
8147
0
    ImGuiContext& g = *GImGui;
8148
0
    return g.CurrentWindow->DockIsActive;
8149
0
}
8150
8151
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8152
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8153
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8154
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8155
0
{
8156
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8157
0
}
8158
8159
float ImGui::GetWindowWidth()
8160
17.5k
{
8161
17.5k
    ImGuiWindow* window = GImGui->CurrentWindow;
8162
17.5k
    return window->Size.x;
8163
17.5k
}
8164
8165
float ImGui::GetWindowHeight()
8166
17.8k
{
8167
17.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
8168
17.8k
    return window->Size.y;
8169
17.8k
}
8170
8171
ImVec2 ImGui::GetWindowPos()
8172
0
{
8173
0
    ImGuiContext& g = *GImGui;
8174
0
    ImGuiWindow* window = g.CurrentWindow;
8175
0
    return window->Pos;
8176
0
}
8177
8178
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8179
24
{
8180
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8181
24
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8182
0
        return;
8183
8184
24
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8185
24
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8186
24
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8187
8188
    // Set
8189
24
    const ImVec2 old_pos = window->Pos;
8190
24
    window->Pos = ImTrunc(pos);
8191
24
    ImVec2 offset = window->Pos - old_pos;
8192
24
    if (offset.x == 0.0f && offset.y == 0.0f)
8193
0
        return;
8194
24
    MarkIniSettingsDirty(window);
8195
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8196
24
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8197
24
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8198
24
    window->DC.IdealMaxPos += offset;
8199
24
    window->DC.CursorStartPos += offset;
8200
24
}
8201
8202
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8203
0
{
8204
0
    ImGuiWindow* window = GetCurrentWindowRead();
8205
0
    SetWindowPos(window, pos, cond);
8206
0
}
8207
8208
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8209
0
{
8210
0
    if (ImGuiWindow* window = FindWindowByName(name))
8211
0
        SetWindowPos(window, pos, cond);
8212
0
}
8213
8214
ImVec2 ImGui::GetWindowSize()
8215
0
{
8216
0
    ImGuiWindow* window = GetCurrentWindowRead();
8217
0
    return window->Size;
8218
0
}
8219
8220
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8221
102k
{
8222
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8223
102k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8224
59.7k
        return;
8225
8226
42.6k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8227
42.6k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8228
8229
    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
8230
42.6k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8231
11
        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8232
42.6k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8233
11
        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8234
8235
    // Set
8236
42.6k
    ImVec2 old_size = window->SizeFull;
8237
42.6k
    if (size.x <= 0.0f)
8238
0
        window->AutoFitOnlyGrows = false;
8239
42.6k
    else
8240
42.6k
        window->SizeFull.x = IM_TRUNC(size.x);
8241
42.6k
    if (size.y <= 0.0f)
8242
0
        window->AutoFitOnlyGrows = false;
8243
42.6k
    else
8244
42.6k
        window->SizeFull.y = IM_TRUNC(size.y);
8245
42.6k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8246
41.6k
        MarkIniSettingsDirty(window);
8247
42.6k
}
8248
8249
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8250
0
{
8251
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8252
0
}
8253
8254
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8255
0
{
8256
0
    if (ImGuiWindow* window = FindWindowByName(name))
8257
0
        SetWindowSize(window, size, cond);
8258
0
}
8259
8260
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8261
0
{
8262
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8263
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8264
0
        return;
8265
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8266
8267
    // Set
8268
0
    window->Collapsed = collapsed;
8269
0
}
8270
8271
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8272
0
{
8273
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8274
0
    window->HitTestHoleSize = ImVec2ih(size);
8275
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8276
0
}
8277
8278
void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8279
0
{
8280
0
    window->Hidden = window->SkipItems = true;
8281
0
    window->HiddenFramesCanSkipItems = 1;
8282
0
}
8283
8284
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8285
0
{
8286
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8287
0
}
8288
8289
bool ImGui::IsWindowCollapsed()
8290
0
{
8291
0
    ImGuiWindow* window = GetCurrentWindowRead();
8292
0
    return window->Collapsed;
8293
0
}
8294
8295
bool ImGui::IsWindowAppearing()
8296
0
{
8297
0
    ImGuiWindow* window = GetCurrentWindowRead();
8298
0
    return window->Appearing;
8299
0
}
8300
8301
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8302
0
{
8303
0
    if (ImGuiWindow* window = FindWindowByName(name))
8304
0
        SetWindowCollapsed(window, collapsed, cond);
8305
0
}
8306
8307
void ImGui::SetWindowFocus()
8308
17.5k
{
8309
17.5k
    FocusWindow(GImGui->CurrentWindow);
8310
17.5k
}
8311
8312
void ImGui::SetWindowFocus(const char* name)
8313
0
{
8314
0
    if (name)
8315
0
    {
8316
0
        if (ImGuiWindow* window = FindWindowByName(name))
8317
0
            FocusWindow(window);
8318
0
    }
8319
0
    else
8320
0
    {
8321
0
        FocusWindow(NULL);
8322
0
    }
8323
0
}
8324
8325
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8326
0
{
8327
0
    ImGuiContext& g = *GImGui;
8328
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8329
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8330
0
    g.NextWindowData.PosVal = pos;
8331
0
    g.NextWindowData.PosPivotVal = pivot;
8332
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8333
0
    g.NextWindowData.PosUndock = true;
8334
0
}
8335
8336
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8337
102k
{
8338
102k
    ImGuiContext& g = *GImGui;
8339
102k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8340
102k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8341
102k
    g.NextWindowData.SizeVal = size;
8342
102k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8343
102k
}
8344
8345
// For each axis:
8346
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
8347
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
8348
// - See "Demo->Examples->Constrained-resizing window" for examples.
8349
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8350
0
{
8351
0
    ImGuiContext& g = *GImGui;
8352
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8353
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8354
0
    g.NextWindowData.SizeCallback = custom_callback;
8355
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8356
0
}
8357
8358
// Content size = inner scrollable rectangle, padded with WindowPadding.
8359
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8360
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8361
0
{
8362
0
    ImGuiContext& g = *GImGui;
8363
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8364
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8365
0
}
8366
8367
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8368
0
{
8369
0
    ImGuiContext& g = *GImGui;
8370
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8371
0
    g.NextWindowData.ScrollVal = scroll;
8372
0
}
8373
8374
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8375
0
{
8376
0
    ImGuiContext& g = *GImGui;
8377
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8378
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8379
0
    g.NextWindowData.CollapsedVal = collapsed;
8380
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8381
0
}
8382
8383
void ImGui::SetNextWindowFocus()
8384
0
{
8385
0
    ImGuiContext& g = *GImGui;
8386
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8387
0
}
8388
8389
void ImGui::SetNextWindowBgAlpha(float alpha)
8390
0
{
8391
0
    ImGuiContext& g = *GImGui;
8392
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8393
0
    g.NextWindowData.BgAlphaVal = alpha;
8394
0
}
8395
8396
void ImGui::SetNextWindowViewport(ImGuiID id)
8397
0
{
8398
0
    ImGuiContext& g = *GImGui;
8399
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8400
0
    g.NextWindowData.ViewportId = id;
8401
0
}
8402
8403
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8404
0
{
8405
0
    ImGuiContext& g = *GImGui;
8406
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8407
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8408
0
    g.NextWindowData.DockId = id;
8409
0
}
8410
8411
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8412
0
{
8413
0
    ImGuiContext& g = *GImGui;
8414
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8415
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8416
0
    g.NextWindowData.WindowClass = *window_class;
8417
0
}
8418
8419
ImDrawList* ImGui::GetWindowDrawList()
8420
42.6k
{
8421
42.6k
    ImGuiWindow* window = GetCurrentWindow();
8422
42.6k
    return window->DrawList;
8423
42.6k
}
8424
8425
float ImGui::GetWindowDpiScale()
8426
0
{
8427
0
    ImGuiContext& g = *GImGui;
8428
0
    return g.CurrentDpiScale;
8429
0
}
8430
8431
ImGuiViewport* ImGui::GetWindowViewport()
8432
0
{
8433
0
    ImGuiContext& g = *GImGui;
8434
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8435
0
    return g.CurrentViewport;
8436
0
}
8437
8438
ImFont* ImGui::GetFont()
8439
122M
{
8440
122M
    return GImGui->Font;
8441
122M
}
8442
8443
float ImGui::GetFontSize()
8444
122M
{
8445
122M
    return GImGui->FontSize;
8446
122M
}
8447
8448
ImVec2 ImGui::GetFontTexUvWhitePixel()
8449
0
{
8450
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8451
0
}
8452
8453
void ImGui::SetWindowFontScale(float scale)
8454
0
{
8455
0
    IM_ASSERT(scale > 0.0f);
8456
0
    ImGuiContext& g = *GImGui;
8457
0
    ImGuiWindow* window = GetCurrentWindow();
8458
0
    window->FontWindowScale = scale;
8459
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8460
0
}
8461
8462
void ImGui::PushFocusScope(ImGuiID id)
8463
162k
{
8464
162k
    ImGuiContext& g = *GImGui;
8465
162k
    ImGuiFocusScopeData data;
8466
162k
    data.ID = id;
8467
162k
    data.WindowID = g.CurrentWindow->ID;
8468
162k
    g.FocusScopeStack.push_back(data);
8469
162k
    g.CurrentFocusScopeId = id;
8470
162k
}
8471
8472
void ImGui::PopFocusScope()
8473
162k
{
8474
162k
    ImGuiContext& g = *GImGui;
8475
162k
    if (g.FocusScopeStack.Size == 0)
8476
0
    {
8477
0
        IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!");
8478
0
        return;
8479
0
    }
8480
162k
    g.FocusScopeStack.pop_back();
8481
162k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
8482
162k
}
8483
8484
void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
8485
12.4k
{
8486
12.4k
    ImGuiContext& g = *GImGui;
8487
12.4k
    g.NavFocusScopeId = focus_scope_id;
8488
12.4k
    g.NavFocusRoute.resize(0); // Invalidate
8489
12.4k
    if (focus_scope_id == 0)
8490
4.20k
        return;
8491
8.23k
    IM_ASSERT(g.NavWindow != NULL);
8492
8493
    // Store current path (in reverse order)
8494
8.23k
    if (focus_scope_id == g.CurrentFocusScopeId)
8495
7.05k
    {
8496
        // Top of focus stack contains local focus scopes inside current window
8497
14.1k
        for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
8498
7.05k
            g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
8499
7.05k
    }
8500
1.17k
    else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
8501
1.10k
        g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
8502
77
    else
8503
77
        return;
8504
8505
    // Then follow on manually set ParentWindowForFocusRoute field (#6798)
8506
12.3k
    for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
8507
4.15k
        g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
8508
8.15k
    IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
8509
8.15k
}
8510
8511
// Focus = move navigation cursor, set scrolling, set focus window.
8512
void ImGui::FocusItem()
8513
0
{
8514
0
    ImGuiContext& g = *GImGui;
8515
0
    ImGuiWindow* window = g.CurrentWindow;
8516
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8517
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8518
0
    {
8519
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8520
0
        return;
8521
0
    }
8522
8523
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8524
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8525
0
    SetNavWindow(window);
8526
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8527
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8528
0
}
8529
8530
void ImGui::ActivateItemByID(ImGuiID id)
8531
0
{
8532
0
    ImGuiContext& g = *GImGui;
8533
0
    g.NavNextActivateId = id;
8534
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8535
0
}
8536
8537
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8538
// But ActivateItem() should function without altering scroll/focus?
8539
void ImGui::SetKeyboardFocusHere(int offset)
8540
0
{
8541
0
    ImGuiContext& g = *GImGui;
8542
0
    ImGuiWindow* window = g.CurrentWindow;
8543
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8544
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8545
8546
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8547
    // When we refactor this function into ActivateItem() we may want to make this an option.
8548
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8549
    // is also automatically dropped in the event g.ActiveId is stolen.
8550
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8551
0
    {
8552
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8553
0
        return;
8554
0
    }
8555
8556
0
    SetNavWindow(window);
8557
8558
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8559
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8560
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8561
0
    if (offset == -1)
8562
0
    {
8563
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8564
0
    }
8565
0
    else
8566
0
    {
8567
0
        g.NavTabbingDir = 1;
8568
0
        g.NavTabbingCounter = offset + 1;
8569
0
    }
8570
0
}
8571
8572
void ImGui::SetItemDefaultFocus()
8573
0
{
8574
0
    ImGuiContext& g = *GImGui;
8575
0
    ImGuiWindow* window = g.CurrentWindow;
8576
0
    if (!window->Appearing)
8577
0
        return;
8578
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8579
0
        return;
8580
8581
0
    g.NavInitRequest = false;
8582
0
    NavApplyItemToResult(&g.NavInitResult);
8583
0
    NavUpdateAnyRequestFlag();
8584
8585
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8586
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8587
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8588
0
}
8589
8590
void ImGui::SetStateStorage(ImGuiStorage* tree)
8591
0
{
8592
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8593
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8594
0
}
8595
8596
ImGuiStorage* ImGui::GetStateStorage()
8597
0
{
8598
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8599
0
    return window->DC.StateStorage;
8600
0
}
8601
8602
void ImGui::PushID(const char* str_id)
8603
42.6k
{
8604
42.6k
    ImGuiContext& g = *GImGui;
8605
42.6k
    ImGuiWindow* window = g.CurrentWindow;
8606
42.6k
    ImGuiID id = window->GetID(str_id);
8607
42.6k
    window->IDStack.push_back(id);
8608
42.6k
}
8609
8610
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8611
0
{
8612
0
    ImGuiContext& g = *GImGui;
8613
0
    ImGuiWindow* window = g.CurrentWindow;
8614
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8615
0
    window->IDStack.push_back(id);
8616
0
}
8617
8618
void ImGui::PushID(const void* ptr_id)
8619
0
{
8620
0
    ImGuiContext& g = *GImGui;
8621
0
    ImGuiWindow* window = g.CurrentWindow;
8622
0
    ImGuiID id = window->GetID(ptr_id);
8623
0
    window->IDStack.push_back(id);
8624
0
}
8625
8626
void ImGui::PushID(int int_id)
8627
0
{
8628
0
    ImGuiContext& g = *GImGui;
8629
0
    ImGuiWindow* window = g.CurrentWindow;
8630
0
    ImGuiID id = window->GetID(int_id);
8631
0
    window->IDStack.push_back(id);
8632
0
}
8633
8634
// Push a given id value ignoring the ID stack as a seed.
8635
void ImGui::PushOverrideID(ImGuiID id)
8636
0
{
8637
0
    ImGuiContext& g = *GImGui;
8638
0
    ImGuiWindow* window = g.CurrentWindow;
8639
0
    if (g.DebugHookIdInfo == id)
8640
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8641
0
    window->IDStack.push_back(id);
8642
0
}
8643
8644
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8645
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8646
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8647
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8648
0
{
8649
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8650
0
    ImGuiContext& g = *GImGui;
8651
0
    if (g.DebugHookIdInfo == id)
8652
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8653
0
    return id;
8654
0
}
8655
8656
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8657
0
{
8658
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8659
0
    ImGuiContext& g = *GImGui;
8660
0
    if (g.DebugHookIdInfo == id)
8661
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8662
0
    return id;
8663
0
}
8664
8665
void ImGui::PopID()
8666
42.6k
{
8667
42.6k
    ImGuiWindow* window = GImGui->CurrentWindow;
8668
42.6k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8669
42.6k
    window->IDStack.pop_back();
8670
42.6k
}
8671
8672
ImGuiID ImGui::GetID(const char* str_id)
8673
0
{
8674
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8675
0
    return window->GetID(str_id);
8676
0
}
8677
8678
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8679
0
{
8680
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8681
0
    return window->GetID(str_id_begin, str_id_end);
8682
0
}
8683
8684
ImGuiID ImGui::GetID(const void* ptr_id)
8685
0
{
8686
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8687
0
    return window->GetID(ptr_id);
8688
0
}
8689
8690
bool ImGui::IsRectVisible(const ImVec2& size)
8691
0
{
8692
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8693
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8694
0
}
8695
8696
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8697
0
{
8698
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8699
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8700
0
}
8701
8702
8703
//-----------------------------------------------------------------------------
8704
// [SECTION] INPUTS
8705
//-----------------------------------------------------------------------------
8706
// - GetKeyData() [Internal]
8707
// - GetKeyIndex() [Internal]
8708
// - GetKeyName()
8709
// - GetKeyChordName() [Internal]
8710
// - CalcTypematicRepeatAmount() [Internal]
8711
// - GetTypematicRepeatRate() [Internal]
8712
// - GetKeyPressedAmount() [Internal]
8713
// - GetKeyMagnitude2d() [Internal]
8714
//-----------------------------------------------------------------------------
8715
// - UpdateKeyRoutingTable() [Internal]
8716
// - GetRoutingIdFromOwnerId() [Internal]
8717
// - GetShortcutRoutingData() [Internal]
8718
// - CalcRoutingScore() [Internal]
8719
// - SetShortcutRouting() [Internal]
8720
// - TestShortcutRouting() [Internal]
8721
//-----------------------------------------------------------------------------
8722
// - IsKeyDown()
8723
// - IsKeyPressed()
8724
// - IsKeyReleased()
8725
//-----------------------------------------------------------------------------
8726
// - IsMouseDown()
8727
// - IsMouseClicked()
8728
// - IsMouseReleased()
8729
// - IsMouseDoubleClicked()
8730
// - GetMouseClickedCount()
8731
// - IsMouseHoveringRect() [Internal]
8732
// - IsMouseDragPastThreshold() [Internal]
8733
// - IsMouseDragging()
8734
// - GetMousePos()
8735
// - SetMousePos() [Internal]
8736
// - GetMousePosOnOpeningCurrentPopup()
8737
// - IsMousePosValid()
8738
// - IsAnyMouseDown()
8739
// - GetMouseDragDelta()
8740
// - ResetMouseDragDelta()
8741
// - GetMouseCursor()
8742
// - SetMouseCursor()
8743
//-----------------------------------------------------------------------------
8744
// - UpdateAliasKey()
8745
// - GetMergedModsFromKeys()
8746
// - UpdateKeyboardInputs()
8747
// - UpdateMouseInputs()
8748
//-----------------------------------------------------------------------------
8749
// - LockWheelingWindow [Internal]
8750
// - FindBestWheelingWindow [Internal]
8751
// - UpdateMouseWheel() [Internal]
8752
//-----------------------------------------------------------------------------
8753
// - SetNextFrameWantCaptureKeyboard()
8754
// - SetNextFrameWantCaptureMouse()
8755
//-----------------------------------------------------------------------------
8756
// - GetInputSourceName() [Internal]
8757
// - DebugPrintInputEvent() [Internal]
8758
// - UpdateInputEvents() [Internal]
8759
//-----------------------------------------------------------------------------
8760
// - GetKeyOwner() [Internal]
8761
// - TestKeyOwner() [Internal]
8762
// - SetKeyOwner() [Internal]
8763
// - SetItemKeyOwner() [Internal]
8764
// - Shortcut() [Internal]
8765
//-----------------------------------------------------------------------------
8766
8767
ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord)
8768
239k
{
8769
    // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
8770
239k
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8771
239k
    if (IsModKey(key))
8772
0
    {
8773
0
        if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
8774
0
            key_chord |= ImGuiMod_Ctrl;
8775
0
        if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
8776
0
            key_chord |= ImGuiMod_Shift;
8777
0
        if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
8778
0
            key_chord |= ImGuiMod_Alt;
8779
0
        if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
8780
0
            key_chord |= ImGuiMod_Super;
8781
0
    }
8782
239k
    if (key_chord & ImGuiMod_Shortcut)
8783
0
        return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl);
8784
239k
    return key_chord;
8785
239k
}
8786
8787
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8788
2.19M
{
8789
2.19M
    ImGuiContext& g = *ctx;
8790
8791
    // Special storage location for mods
8792
2.19M
    if (key & ImGuiMod_Mask_)
8793
478k
        key = ConvertSingleModFlagToKey(ctx, key);
8794
8795
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8796
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8797
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8798
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8799
#else
8800
2.19M
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8801
2.19M
#endif
8802
2.19M
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8803
2.19M
}
8804
8805
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8806
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8807
{
8808
    ImGuiContext& g = *GImGui;
8809
    IM_ASSERT(IsNamedKey(key));
8810
    const ImGuiKeyData* key_data = GetKeyData(key);
8811
    return (ImGuiKey)(key_data - g.IO.KeysData);
8812
}
8813
#endif
8814
8815
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8816
static const char* const GKeyNames[] =
8817
{
8818
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8819
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8820
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8821
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8822
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8823
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8824
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8825
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8826
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8827
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8828
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8829
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8830
    "AppBack", "AppForward",
8831
    "GamepadStart", "GamepadBack",
8832
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8833
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8834
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8835
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8836
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8837
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8838
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8839
};
8840
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8841
8842
const char* ImGui::GetKeyName(ImGuiKey key)
8843
0
{
8844
0
    ImGuiContext& g = *GImGui;
8845
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8846
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8847
#else
8848
    if (IsLegacyKey(key))
8849
    {
8850
        if (g.IO.KeyMap[key] == -1)
8851
            return "N/A";
8852
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8853
        key = (ImGuiKey)g.IO.KeyMap[key];
8854
    }
8855
#endif
8856
0
    if (key == ImGuiKey_None)
8857
0
        return "None";
8858
0
    if (key & ImGuiMod_Mask_)
8859
0
        key = ConvertSingleModFlagToKey(&g, key);
8860
0
    if (!IsNamedKey(key))
8861
0
        return "Unknown";
8862
8863
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8864
0
}
8865
8866
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8867
const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
8868
0
{
8869
0
    ImGuiContext& g = *GImGui;
8870
0
    key_chord = FixupKeyChord(&g, key_chord);
8871
0
    ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
8872
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8873
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8874
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8875
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8876
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8877
0
    return g.TempKeychordName;
8878
0
}
8879
8880
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8881
// t1 = current time (e.g.: g.Time)
8882
// An event is triggered at:
8883
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8884
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8885
19.5k
{
8886
19.5k
    if (t1 == 0.0f)
8887
0
        return 1;
8888
19.5k
    if (t0 >= t1)
8889
0
        return 0;
8890
19.5k
    if (repeat_rate <= 0.0f)
8891
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8892
19.5k
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8893
19.5k
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8894
19.5k
    const int count = count_t1 - count_t0;
8895
19.5k
    return count;
8896
19.5k
}
8897
8898
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8899
31.5k
{
8900
31.5k
    ImGuiContext& g = *GImGui;
8901
31.5k
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8902
31.5k
    {
8903
6.26k
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8904
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8905
25.3k
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8906
31.5k
    }
8907
31.5k
}
8908
8909
// Return value representing the number of presses in the last time period, for the given repeat rate
8910
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8911
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8912
19.5k
{
8913
19.5k
    ImGuiContext& g = *GImGui;
8914
19.5k
    const ImGuiKeyData* key_data = GetKeyData(key);
8915
19.5k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8916
0
        return 0;
8917
19.5k
    const float t = key_data->DownDuration;
8918
19.5k
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8919
19.5k
}
8920
8921
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8922
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8923
0
{
8924
0
    return ImVec2(
8925
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8926
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8927
0
}
8928
8929
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8930
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8931
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8932
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8933
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8934
59.7k
{
8935
59.7k
    ImGuiContext& g = *GImGui;
8936
59.7k
    rt->EntriesNext.resize(0);
8937
9.26M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8938
9.20M
    {
8939
9.20M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8940
9.20M
        ImGuiKeyRoutingData* routing_entry;
8941
9.20M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8942
0
        {
8943
0
            routing_entry = &rt->Entries[old_routing_idx];
8944
0
            routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
8945
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8946
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8947
0
            routing_entry->RoutingNextScore = 255;
8948
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8949
0
                continue;
8950
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8951
8952
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8953
            // This is the result of previous frame's SetShortcutRouting() call.
8954
0
            if (routing_entry->Mods == g.IO.KeyMods)
8955
0
            {
8956
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8957
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8958
0
                {
8959
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8960
                    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr);
8961
0
                }
8962
0
            }
8963
0
        }
8964
8965
        // Rewrite linked-list
8966
9.20M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8967
9.20M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8968
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8969
9.20M
    }
8970
59.7k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8971
59.7k
}
8972
8973
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8974
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8975
0
{
8976
0
    ImGuiContext& g = *GImGui;
8977
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8978
0
}
8979
8980
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8981
0
{
8982
    // Majority of shortcuts will be Key + any number of Mods
8983
    // We accept _Single_ mod with ImGuiKey_None.
8984
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8985
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8986
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8987
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8988
0
    ImGuiContext& g = *GImGui;
8989
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8990
0
    ImGuiKeyRoutingData* routing_data;
8991
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8992
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8993
0
    if (key == ImGuiKey_None)
8994
0
        key = ConvertSingleModFlagToKey(&g, mods);
8995
0
    IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function.
8996
8997
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8998
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8999
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
9000
0
    {
9001
0
        routing_data = &rt->Entries[idx];
9002
0
        if (routing_data->Mods == mods)
9003
0
            return routing_data;
9004
0
    }
9005
9006
    // Add to linked-list
9007
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
9008
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
9009
0
    routing_data = &rt->Entries[routing_data_idx];
9010
0
    routing_data->Mods = (ImU16)mods;
9011
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
9012
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
9013
0
    return routing_data;
9014
0
}
9015
9016
// Current score encoding (lower is highest priority):
9017
//  -   0: ImGuiInputFlags_RouteGlobalHigh
9018
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
9019
//  -   2: ImGuiInputFlags_RouteGlobal
9020
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
9021
//  - 254: ImGuiInputFlags_RouteGlobalLow
9022
//  - 255: never route
9023
// 'flags' should include an explicit routing policy
9024
static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
9025
0
{
9026
0
    if (flags & ImGuiInputFlags_RouteFocused)
9027
0
    {
9028
0
        ImGuiContext& g = *GImGui;
9029
9030
        // ActiveID gets top priority
9031
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
9032
0
        if (owner_id != 0 && g.ActiveId == owner_id)
9033
0
            return 1;
9034
9035
        // Score based on distance to focused window (lower is better)
9036
        // Assuming both windows are submitting a routing request,
9037
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
9038
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
9039
        // Assuming only WindowA is submitting a routing request,
9040
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
9041
        // This essentially follow the window->ParentWindowForFocusRoute chain.
9042
0
        if (focus_scope_id == 0)
9043
0
            return 255;
9044
0
        for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
9045
0
            if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
9046
0
                return 3 + index_in_focus_path;
9047
9048
0
        return 255;
9049
0
    }
9050
9051
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
9052
0
    if (flags & ImGuiInputFlags_RouteGlobal)
9053
0
        return 2;
9054
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
9055
0
        return 254;
9056
0
    return 0;
9057
0
}
9058
9059
// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
9060
// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
9061
static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
9062
0
{
9063
    // Mimic 'ignore_char_inputs' logic in InputText()
9064
0
    ImGuiContext& g = *GImGui;
9065
9066
    // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
9067
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9068
0
    const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super));
9069
0
    if (ignore_char_inputs)
9070
0
        return false;
9071
9072
    // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
9073
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9074
0
    return g.KeysMayBeCharInput.TestBit(key);
9075
0
}
9076
9077
// Request a desired route for an input chord (key + mods).
9078
// Return true if the route is available this frame.
9079
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
9080
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
9081
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
9082
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9083
119k
{
9084
119k
    ImGuiContext& g = *GImGui;
9085
119k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9086
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
9087
119k
    else
9088
119k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
9089
119k
    IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
9090
9091
    // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
9092
119k
    key_chord = FixupKeyChord(&g, key_chord);
9093
9094
    // [DEBUG] Debug break requested by user
9095
119k
    if (g.DebugBreakInShortcutRouting == key_chord)
9096
0
        IM_DEBUG_BREAK();
9097
9098
119k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
9099
0
        if (g.NavWindow == NULL)
9100
0
            return false;
9101
9102
    // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
9103
119k
    if (flags & ImGuiInputFlags_RouteAlways)
9104
119k
    {
9105
119k
        IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags);
9106
119k
        return true;
9107
119k
    }
9108
9109
    // Specific culling when there's an active.
9110
0
    if (g.ActiveId != 0 && g.ActiveId != owner_id)
9111
0
    {
9112
        // Cull shortcuts with no modifiers when it could generate a character.
9113
        // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
9114
        // but  Shortcut(Ctrl+G) should generally trigger when InputText() is active.
9115
        // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
9116
        // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
9117
0
        if ((flags & ImGuiInputFlags_RouteFocused) && g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
9118
0
        {
9119
0
            IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags);
9120
0
            return false;
9121
0
        }
9122
9123
        // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
9124
0
        if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys)
9125
0
        {
9126
0
            ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9127
0
            if (key == ImGuiKey_None)
9128
0
                key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_));
9129
0
            if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9130
0
                return false;
9131
0
        }
9132
0
    }
9133
9134
    // FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible.
9135
0
    const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
9136
0
    IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
9137
0
    if (score == 255)
9138
0
        return false;
9139
9140
    // Submit routing for NEXT frame (assuming score is sufficient)
9141
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
9142
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
9143
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
9144
0
    if (score < routing_data->RoutingNextScore)
9145
0
    {
9146
0
        routing_data->RoutingNext = owner_id;
9147
0
        routing_data->RoutingNextScore = (ImU8)score;
9148
0
    }
9149
9150
    // Return routing state for CURRENT frame
9151
0
    if (routing_data->RoutingCurr == owner_id)
9152
0
        IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
9153
0
    return routing_data->RoutingCurr == owner_id;
9154
0
}
9155
9156
// Currently unused by core (but used by tests)
9157
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
9158
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
9159
0
{
9160
0
    ImGuiContext& g = *GImGui;
9161
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
9162
0
    key_chord = FixupKeyChord(&g, key_chord);
9163
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
9164
0
    return routing_data->RoutingCurr == routing_id;
9165
0
}
9166
9167
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
9168
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
9169
bool ImGui::IsKeyDown(ImGuiKey key)
9170
898k
{
9171
898k
    return IsKeyDown(key, ImGuiKeyOwner_Any);
9172
898k
}
9173
9174
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
9175
986k
{
9176
986k
    const ImGuiKeyData* key_data = GetKeyData(key);
9177
986k
    if (!key_data->Down)
9178
961k
        return false;
9179
25.2k
    if (!TestKeyOwner(key, owner_id))
9180
7
        return false;
9181
25.2k
    return true;
9182
25.2k
}
9183
9184
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
9185
361k
{
9186
361k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9187
361k
}
9188
9189
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
9190
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9191
756k
{
9192
756k
    const ImGuiKeyData* key_data = GetKeyData(key);
9193
756k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9194
716k
        return false;
9195
39.4k
    const float t = key_data->DownDuration;
9196
39.4k
    if (t < 0.0f)
9197
0
        return false;
9198
39.4k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9199
39.4k
    if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
9200
6.38k
        flags |= ImGuiInputFlags_Repeat;
9201
9202
39.4k
    bool pressed = (t == 0.0f);
9203
39.4k
    if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
9204
31.5k
    {
9205
31.5k
        float repeat_delay, repeat_rate;
9206
31.5k
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9207
31.5k
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9208
31.5k
        if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
9209
0
        {
9210
            // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
9211
            // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
9212
0
            ImGuiContext& g = *GImGui;
9213
0
            double key_pressed_time = g.Time - t + 0.00001f;
9214
0
            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
9215
0
                pressed = false;
9216
0
            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
9217
0
                pressed = false;
9218
0
            if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
9219
0
                pressed = false;
9220
0
        }
9221
31.5k
    }
9222
39.4k
    if (!pressed)
9223
29.3k
        return false;
9224
10.1k
    if (!TestKeyOwner(key, owner_id))
9225
1
        return false;
9226
10.1k
    return true;
9227
10.1k
}
9228
9229
bool ImGui::IsKeyReleased(ImGuiKey key)
9230
1.76k
{
9231
1.76k
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9232
1.76k
}
9233
9234
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9235
1.76k
{
9236
1.76k
    const ImGuiKeyData* key_data = GetKeyData(key);
9237
1.76k
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9238
1.43k
        return false;
9239
333
    if (!TestKeyOwner(key, owner_id))
9240
0
        return false;
9241
333
    return true;
9242
333
}
9243
9244
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9245
0
{
9246
0
    ImGuiContext& g = *GImGui;
9247
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9248
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9249
0
}
9250
9251
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9252
11
{
9253
11
    ImGuiContext& g = *GImGui;
9254
11
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9255
11
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9256
11
}
9257
9258
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9259
19
{
9260
19
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9261
19
}
9262
9263
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9264
48
{
9265
48
    ImGuiContext& g = *GImGui;
9266
48
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9267
48
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9268
26
        return false;
9269
22
    const float t = g.IO.MouseDownDuration[button];
9270
22
    if (t < 0.0f)
9271
0
        return false;
9272
22
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
9273
9274
22
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9275
22
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9276
22
    if (!pressed)
9277
10
        return false;
9278
9279
12
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9280
0
        return false;
9281
9282
12
    return true;
9283
12
}
9284
9285
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9286
0
{
9287
0
    ImGuiContext& g = *GImGui;
9288
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9289
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9290
0
}
9291
9292
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9293
29
{
9294
29
    ImGuiContext& g = *GImGui;
9295
29
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9296
29
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9297
29
}
9298
9299
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9300
18
{
9301
18
    ImGuiContext& g = *GImGui;
9302
18
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9303
18
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9304
18
}
9305
9306
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
9307
0
{
9308
0
    ImGuiContext& g = *GImGui;
9309
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9310
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
9311
0
}
9312
9313
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9314
0
{
9315
0
    ImGuiContext& g = *GImGui;
9316
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9317
0
    return g.IO.MouseClickedCount[button];
9318
0
}
9319
9320
// Test if mouse cursor is hovering given rectangle
9321
// NB- Rectangle is clipped by our current clip setting
9322
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9323
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9324
310k
{
9325
310k
    ImGuiContext& g = *GImGui;
9326
9327
    // Clip
9328
310k
    ImRect rect_clipped(r_min, r_max);
9329
310k
    if (clip)
9330
148k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9331
9332
    // Hit testing, expanded for touch input
9333
310k
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9334
308k
        return false;
9335
2.57k
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9336
0
        return false;
9337
2.57k
    return true;
9338
2.57k
}
9339
9340
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9341
// [Internal] This doesn't test if the button is pressed
9342
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9343
41
{
9344
41
    ImGuiContext& g = *GImGui;
9345
41
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9346
41
    if (lock_threshold < 0.0f)
9347
41
        lock_threshold = g.IO.MouseDragThreshold;
9348
41
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9349
41
}
9350
9351
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9352
46
{
9353
46
    ImGuiContext& g = *GImGui;
9354
46
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9355
46
    if (!g.IO.MouseDown[button])
9356
5
        return false;
9357
41
    return IsMouseDragPastThreshold(button, lock_threshold);
9358
46
}
9359
9360
ImVec2 ImGui::GetMousePos()
9361
8.20k
{
9362
8.20k
    ImGuiContext& g = *GImGui;
9363
8.20k
    return g.IO.MousePos;
9364
8.20k
}
9365
9366
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9367
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9368
void ImGui::TeleportMousePos(const ImVec2& pos)
9369
0
{
9370
0
    ImGuiContext& g = *GImGui;
9371
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9372
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9373
0
    g.IO.WantSetMousePos = true;
9374
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9375
0
}
9376
9377
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9378
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9379
0
{
9380
0
    ImGuiContext& g = *GImGui;
9381
0
    if (g.BeginPopupStack.Size > 0)
9382
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9383
0
    return g.IO.MousePos;
9384
0
}
9385
9386
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9387
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9388
192k
{
9389
    // The assert is only to silence a false-positive in XCode Static Analysis.
9390
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9391
192k
    IM_ASSERT(GImGui != NULL);
9392
192k
    const float MOUSE_INVALID = -256000.0f;
9393
192k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9394
192k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9395
192k
}
9396
9397
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9398
bool ImGui::IsAnyMouseDown()
9399
0
{
9400
0
    ImGuiContext& g = *GImGui;
9401
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9402
0
        if (g.IO.MouseDown[n])
9403
0
            return true;
9404
0
    return false;
9405
0
}
9406
9407
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9408
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9409
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9410
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9411
0
{
9412
0
    ImGuiContext& g = *GImGui;
9413
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9414
0
    if (lock_threshold < 0.0f)
9415
0
        lock_threshold = g.IO.MouseDragThreshold;
9416
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9417
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9418
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9419
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9420
0
    return ImVec2(0.0f, 0.0f);
9421
0
}
9422
9423
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9424
0
{
9425
0
    ImGuiContext& g = *GImGui;
9426
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9427
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9428
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9429
0
}
9430
9431
// Get desired mouse cursor shape.
9432
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9433
// updated during the frame, and locked in EndFrame()/Render().
9434
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9435
ImGuiMouseCursor ImGui::GetMouseCursor()
9436
0
{
9437
0
    ImGuiContext& g = *GImGui;
9438
0
    return g.MouseCursor;
9439
0
}
9440
9441
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9442
6
{
9443
6
    ImGuiContext& g = *GImGui;
9444
6
    g.MouseCursor = cursor_type;
9445
6
}
9446
9447
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9448
418k
{
9449
418k
    IM_ASSERT(ImGui::IsAliasKey(key));
9450
418k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9451
418k
    key_data->Down = v;
9452
418k
    key_data->AnalogValue = analog_value;
9453
418k
}
9454
9455
// [Internal] Do not use directly
9456
static ImGuiKeyChord GetMergedModsFromKeys()
9457
119k
{
9458
119k
    ImGuiKeyChord mods = 0;
9459
119k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9460
119k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9461
119k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9462
119k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9463
119k
    return mods;
9464
119k
}
9465
9466
static void ImGui::UpdateKeyboardInputs()
9467
59.7k
{
9468
59.7k
    ImGuiContext& g = *GImGui;
9469
59.7k
    ImGuiIO& io = g.IO;
9470
9471
    // Import legacy keys or verify they are not used
9472
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9473
    if (io.BackendUsingLegacyKeyArrays == 0)
9474
    {
9475
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9476
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9477
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9478
    }
9479
    else
9480
    {
9481
        if (g.FrameCount == 0)
9482
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9483
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9484
9485
        // Build reverse KeyMap (Named -> Legacy)
9486
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9487
            if (io.KeyMap[n] != -1)
9488
            {
9489
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9490
                io.KeyMap[io.KeyMap[n]] = n;
9491
            }
9492
9493
        // Import legacy keys into new ones
9494
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9495
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9496
            {
9497
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9498
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9499
                io.KeysData[key].Down = io.KeysDown[n];
9500
                if (key != n)
9501
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9502
                io.BackendUsingLegacyKeyArrays = 1;
9503
            }
9504
        if (io.BackendUsingLegacyKeyArrays == 1)
9505
        {
9506
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9507
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9508
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9509
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9510
        }
9511
    }
9512
#endif
9513
9514
    // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
9515
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9516
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9517
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9518
    {
9519
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9520
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9521
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9522
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9523
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9524
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9525
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9526
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9527
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9528
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9529
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9530
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9531
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9532
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9533
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9534
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9535
        #undef NAV_MAP_KEY
9536
    }
9537
#endif
9538
9539
    // Update aliases
9540
358k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9541
298k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9542
59.7k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9543
59.7k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9544
9545
    // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
9546
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9547
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9548
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9549
59.7k
    const ImGuiKeyChord prev_key_mods = io.KeyMods;
9550
59.7k
    io.KeyMods = GetMergedModsFromKeys();
9551
59.7k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9552
59.7k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9553
59.7k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9554
59.7k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9555
59.7k
    if (prev_key_mods != io.KeyMods)
9556
0
        g.LastKeyModsChangeTime = g.Time;
9557
59.7k
    if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
9558
0
        g.LastKeyModsChangeFromNoneTime = g.Time;
9559
9560
    // Clear gamepad data if disabled
9561
59.7k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9562
1.49M
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9563
1.43M
        {
9564
1.43M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9565
1.43M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9566
1.43M
        }
9567
9568
    // Update keys
9569
9.26M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9570
9.20M
    {
9571
9.20M
        ImGuiKeyData* key_data = &io.KeysData[i];
9572
9.20M
        key_data->DownDurationPrev = key_data->DownDuration;
9573
9.20M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9574
9.20M
        if (key_data->DownDuration == 0.0f)
9575
8.00k
        {
9576
8.00k
            ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i);
9577
8.00k
            if (IsKeyboardKey(key))
9578
3.41k
                g.LastKeyboardKeyPressTime = g.Time;
9579
4.58k
            else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
9580
0
                g.LastKeyboardKeyPressTime = g.Time;
9581
8.00k
        }
9582
9.20M
    }
9583
9584
    // Update keys/input owner (named keys only): one entry per key
9585
9.26M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9586
9.20M
    {
9587
9.20M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9588
9.20M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9589
9.20M
        owner_data->OwnerCurr = owner_data->OwnerNext;
9590
9.20M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9591
9.14M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9592
9.20M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9593
9.20M
    }
9594
9595
    // Update key routing (for e.g. shortcuts)
9596
59.7k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9597
59.7k
}
9598
9599
static void ImGui::UpdateMouseInputs()
9600
59.7k
{
9601
59.7k
    ImGuiContext& g = *GImGui;
9602
59.7k
    ImGuiIO& io = g.IO;
9603
9604
    // Mouse Wheel swapping flag
9605
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9606
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9607
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9608
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9609
59.7k
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9610
9611
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9612
59.7k
    if (IsMousePosValid(&io.MousePos))
9613
14.1k
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9614
9615
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9616
59.7k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9617
13.1k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9618
46.6k
    else
9619
46.6k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9620
9621
    // Update stationary timer.
9622
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9623
59.7k
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9624
59.7k
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9625
59.7k
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9626
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9627
9628
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9629
59.7k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9630
2.00k
        g.NavDisableMouseHover = false;
9631
9632
358k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9633
298k
    {
9634
298k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9635
298k
        io.MouseClickedCount[i] = 0; // Will be filled below
9636
298k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9637
298k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9638
298k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9639
298k
        if (io.MouseClicked[i])
9640
3.14k
        {
9641
3.14k
            bool is_repeated_click = false;
9642
3.14k
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9643
2.23k
            {
9644
2.23k
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9645
2.23k
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9646
2.04k
                    is_repeated_click = true;
9647
2.23k
            }
9648
3.14k
            if (is_repeated_click)
9649
2.04k
                io.MouseClickedLastCount[i]++;
9650
1.10k
            else
9651
1.10k
                io.MouseClickedLastCount[i] = 1;
9652
3.14k
            io.MouseClickedTime[i] = g.Time;
9653
3.14k
            io.MouseClickedPos[i] = io.MousePos;
9654
3.14k
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9655
3.14k
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9656
3.14k
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9657
3.14k
        }
9658
295k
        else if (io.MouseDown[i])
9659
13.2k
        {
9660
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9661
13.2k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9662
13.2k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9663
13.2k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9664
13.2k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9665
13.2k
        }
9666
9667
        // We provide io.MouseDoubleClicked[] as a legacy service
9668
298k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9669
9670
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9671
298k
        if (io.MouseClicked[i])
9672
3.14k
            g.NavDisableMouseHover = false;
9673
298k
    }
9674
59.7k
}
9675
9676
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9677
6
{
9678
6
    ImGuiContext& g = *GImGui;
9679
6
    if (window)
9680
3
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9681
3
    else
9682
3
        g.WheelingWindowReleaseTimer = 0.0f;
9683
6
    if (g.WheelingWindow == window)
9684
0
        return;
9685
6
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9686
6
    g.WheelingWindow = window;
9687
6
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9688
6
    if (window == NULL)
9689
3
    {
9690
3
        g.WheelingWindowStartFrame = -1;
9691
3
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9692
3
    }
9693
6
}
9694
9695
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9696
22
{
9697
    // For each axis, find window in the hierarchy that may want to use scrolling
9698
22
    ImGuiContext& g = *GImGui;
9699
22
    ImGuiWindow* windows[2] = { NULL, NULL };
9700
66
    for (int axis = 0; axis < 2; axis++)
9701
44
        if (wheel[axis] != 0.0f)
9702
36
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9703
0
            {
9704
                // Bubble up into parent window if:
9705
                // - a child window doesn't allow any scrolling.
9706
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9707
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9708
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9709
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9710
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9711
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9712
0
                    break; // select this window
9713
0
            }
9714
22
    if (windows[0] == NULL && windows[1] == NULL)
9715
0
        return NULL;
9716
9717
    // If there's only one window or only one axis then there's no ambiguity
9718
22
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9719
22
        return windows[1] ? windows[1] : windows[0];
9720
9721
    // If candidate are different windows we need to decide which one to prioritize
9722
    // - First frame: only find a winner if one axis is zero.
9723
    // - Subsequent frames: only find a winner when one is more than the other.
9724
0
    if (g.WheelingWindowStartFrame == -1)
9725
0
        g.WheelingWindowStartFrame = g.FrameCount;
9726
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9727
0
    {
9728
0
        g.WheelingWindowWheelRemainder = wheel;
9729
0
        return NULL;
9730
0
    }
9731
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9732
0
}
9733
9734
// Called by NewFrame()
9735
void ImGui::UpdateMouseWheel()
9736
59.7k
{
9737
    // Reset the locked window if we move the mouse or after the timer elapses.
9738
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9739
59.7k
    ImGuiContext& g = *GImGui;
9740
59.7k
    if (g.WheelingWindow != NULL)
9741
3
    {
9742
3
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9743
3
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9744
0
            g.WheelingWindowReleaseTimer = 0.0f;
9745
3
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9746
3
            LockWheelingWindow(NULL, 0.0f);
9747
3
    }
9748
9749
59.7k
    ImVec2 wheel;
9750
59.7k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9751
59.7k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9752
9753
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9754
59.7k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9755
59.7k
    if (!mouse_window || mouse_window->Collapsed)
9756
59.4k
        return;
9757
9758
    // Zoom / Scale window
9759
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9760
343
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9761
0
    {
9762
0
        LockWheelingWindow(mouse_window, wheel.y);
9763
0
        ImGuiWindow* window = mouse_window;
9764
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9765
0
        const float scale = new_font_scale / window->FontWindowScale;
9766
0
        window->FontWindowScale = new_font_scale;
9767
0
        if (window == window->RootWindow)
9768
0
        {
9769
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9770
0
            SetWindowPos(window, window->Pos + offset, 0);
9771
0
            window->Size = ImTrunc(window->Size * scale);
9772
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9773
0
        }
9774
0
        return;
9775
0
    }
9776
343
    if (g.IO.KeyCtrl)
9777
0
        return;
9778
9779
    // Mouse wheel scrolling
9780
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9781
343
    if (g.IO.MouseWheelRequestAxisSwap)
9782
0
        wheel = ImVec2(wheel.y, 0.0f);
9783
9784
    // Maintain a rough average of moving magnitude on both axises
9785
    // FIXME: should by based on wall clock time rather than frame-counter
9786
343
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9787
343
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9788
9789
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9790
343
    wheel += g.WheelingWindowWheelRemainder;
9791
343
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9792
343
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9793
321
        return;
9794
9795
    // Mouse wheel scrolling: find target and apply
9796
    // - don't renew lock if axis doesn't apply on the window.
9797
    // - select a main axis when both axises are being moved.
9798
22
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9799
22
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9800
22
        {
9801
22
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9802
22
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9803
2
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9804
22
            if (do_scroll[ImGuiAxis_X])
9805
1
            {
9806
1
                LockWheelingWindow(window, wheel.x);
9807
1
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9808
1
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9809
1
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9810
1
                g.WheelingWindowScrolledFrame = g.FrameCount;
9811
1
            }
9812
22
            if (do_scroll[ImGuiAxis_Y])
9813
2
            {
9814
2
                LockWheelingWindow(window, wheel.y);
9815
2
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9816
2
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9817
2
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9818
2
                g.WheelingWindowScrolledFrame = g.FrameCount;
9819
2
            }
9820
22
        }
9821
22
}
9822
9823
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9824
0
{
9825
0
    ImGuiContext& g = *GImGui;
9826
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9827
0
}
9828
9829
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9830
0
{
9831
0
    ImGuiContext& g = *GImGui;
9832
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9833
0
}
9834
9835
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9836
static const char* GetInputSourceName(ImGuiInputSource source)
9837
0
{
9838
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" };
9839
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9840
0
    return input_source_names[source];
9841
0
}
9842
static const char* GetMouseSourceName(ImGuiMouseSource source)
9843
0
{
9844
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9845
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9846
0
    return mouse_source_names[source];
9847
0
}
9848
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9849
0
{
9850
0
    ImGuiContext& g = *GImGui;
9851
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9852
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9853
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9854
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9855
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9856
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9857
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9858
0
}
9859
#endif
9860
9861
// Process input queue
9862
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9863
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9864
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9865
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9866
59.7k
{
9867
59.7k
    ImGuiContext& g = *GImGui;
9868
59.7k
    ImGuiIO& io = g.IO;
9869
9870
    // Only trickle chars<>key when working with InputText()
9871
    // FIXME: InputText() could parse event trail?
9872
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9873
59.7k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9874
9875
59.7k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9876
59.7k
    int  mouse_button_changed = 0x00;
9877
59.7k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9878
9879
59.7k
    int event_n = 0;
9880
81.5k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9881
27.5k
    {
9882
27.5k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9883
27.5k
        if (e->Type == ImGuiInputEventType_MousePos)
9884
4.89k
        {
9885
4.89k
            if (g.IO.WantSetMousePos)
9886
0
                continue;
9887
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9888
4.89k
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9889
4.89k
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9890
915
                break;
9891
3.97k
            io.MousePos = event_pos;
9892
3.97k
            io.MouseSource = e->MousePos.MouseSource;
9893
3.97k
            mouse_moved = true;
9894
3.97k
        }
9895
22.6k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9896
7.06k
        {
9897
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9898
7.06k
            const ImGuiMouseButton button = e->MouseButton.Button;
9899
7.06k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9900
7.06k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9901
2.16k
                break;
9902
4.90k
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9903
0
                break;
9904
4.90k
            io.MouseDown[button] = e->MouseButton.Down;
9905
4.90k
            io.MouseSource = e->MouseButton.MouseSource;
9906
4.90k
            mouse_button_changed |= (1 << button);
9907
4.90k
        }
9908
15.5k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9909
2.06k
        {
9910
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9911
2.06k
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9912
740
                break;
9913
1.32k
            io.MouseWheelH += e->MouseWheel.WheelX;
9914
1.32k
            io.MouseWheel += e->MouseWheel.WheelY;
9915
1.32k
            io.MouseSource = e->MouseWheel.MouseSource;
9916
1.32k
            mouse_wheeled = true;
9917
1.32k
        }
9918
13.5k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9919
0
        {
9920
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9921
0
        }
9922
13.5k
        else if (e->Type == ImGuiInputEventType_Key)
9923
6.70k
        {
9924
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9925
6.70k
            ImGuiKey key = e->Key.Key;
9926
6.70k
            IM_ASSERT(key != ImGuiKey_None);
9927
6.70k
            ImGuiKeyData* key_data = GetKeyData(key);
9928
6.70k
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9929
6.70k
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9930
1.32k
                break;
9931
5.38k
            key_data->Down = e->Key.Down;
9932
5.38k
            key_data->AnalogValue = e->Key.AnalogValue;
9933
5.38k
            key_changed = true;
9934
5.38k
            key_changed_mask.SetBit(key_data_index);
9935
9936
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9937
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9938
            io.KeysDown[key_data_index] = key_data->Down;
9939
            if (io.KeyMap[key_data_index] != -1)
9940
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9941
#endif
9942
5.38k
        }
9943
6.80k
        else if (e->Type == ImGuiInputEventType_Text)
9944
4.99k
        {
9945
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9946
4.99k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9947
573
                break;
9948
4.42k
            unsigned int c = e->Text.Char;
9949
4.42k
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9950
4.42k
            if (trickle_interleaved_keys_and_text)
9951
0
                text_inputted = true;
9952
4.42k
        }
9953
1.80k
        else if (e->Type == ImGuiInputEventType_Focus)
9954
1.80k
        {
9955
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9956
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9957
1.80k
            const bool focus_lost = !e->AppFocused.Focused;
9958
1.80k
            io.AppFocusLost = focus_lost;
9959
1.80k
        }
9960
0
        else
9961
0
        {
9962
0
            IM_ASSERT(0 && "Unknown event!");
9963
0
        }
9964
27.5k
    }
9965
9966
    // Record trail (for domain-specific applications wanting to access a precise trail)
9967
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9968
81.5k
    for (int n = 0; n < event_n; n++)
9969
21.8k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9970
9971
    // [DEBUG]
9972
59.7k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9973
59.7k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9974
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9975
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9976
59.7k
#endif
9977
9978
    // Remaining events will be processed on the next frame
9979
59.7k
    if (event_n == g.InputEventsQueue.Size)
9980
54.0k
        g.InputEventsQueue.resize(0);
9981
5.71k
    else
9982
5.71k
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9983
9984
    // Clear buttons state when focus is lost
9985
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9986
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9987
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9988
59.7k
    if (g.IO.AppFocusLost)
9989
1.72k
        g.IO.ClearInputKeys();
9990
59.7k
}
9991
9992
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9993
8
{
9994
8
    if (!IsNamedKeyOrModKey(key))
9995
0
        return ImGuiKeyOwner_None;
9996
9997
8
    ImGuiContext& g = *GImGui;
9998
8
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9999
8
    ImGuiID owner_id = owner_data->OwnerCurr;
10000
10001
8
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
10002
3
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
10003
0
            return ImGuiKeyOwner_None;
10004
10005
8
    return owner_id;
10006
8
}
10007
10008
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
10009
// TestKeyOwner(..., None) : (owner == None)
10010
// TestKeyOwner(..., Any)  : no owner test
10011
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
10012
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
10013
158k
{
10014
158k
    if (!IsNamedKeyOrModKey(key))
10015
0
        return true;
10016
10017
158k
    ImGuiContext& g = *GImGui;
10018
158k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
10019
218
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
10020
8
            return false;
10021
10022
158k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
10023
158k
    if (owner_id == ImGuiKeyOwner_Any)
10024
26.6k
        return (owner_data->LockThisFrame == false);
10025
10026
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
10027
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
10028
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
10029
132k
    if (owner_data->OwnerCurr != owner_id)
10030
5
    {
10031
5
        if (owner_data->LockThisFrame)
10032
0
            return false;
10033
5
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
10034
0
            return false;
10035
5
    }
10036
10037
132k
    return true;
10038
132k
}
10039
10040
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
10041
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
10042
// - SetKeyOwner(..., None)              : clears owner
10043
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
10044
// - SetKeyOwner(..., Any or None, Lock) : set lock
10045
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
10046
5
{
10047
5
    ImGuiContext& g = *GImGui;
10048
5
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
10049
5
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
10050
    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags);
10051
10052
5
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
10053
5
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
10054
10055
    // We cannot lock by default as it would likely break lots of legacy code.
10056
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
10057
5
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
10058
5
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
10059
5
}
10060
10061
// Rarely used helper
10062
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10063
0
{
10064
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
10065
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
10066
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
10067
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
10068
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
10069
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
10070
0
}
10071
10072
// This is more or less equivalent to:
10073
//   if (IsItemHovered() || IsItemActive())
10074
//       SetKeyOwner(key, GetItemID());
10075
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
10076
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
10077
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
10078
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
10079
0
{
10080
0
    ImGuiContext& g = *GImGui;
10081
0
    ImGuiID id = g.LastItemData.ID;
10082
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
10083
0
        return;
10084
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
10085
0
        flags |= ImGuiInputFlags_CondDefault_;
10086
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
10087
0
    {
10088
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
10089
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
10090
0
    }
10091
0
}
10092
10093
// This is the only public API until we expose owner_id versions of the API as replacements.
10094
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
10095
0
{
10096
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
10097
0
}
10098
10099
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
10100
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10101
119k
{
10102
119k
    ImGuiContext& g = *GImGui;
10103
119k
    key_chord = FixupKeyChord(&g, key_chord);
10104
119k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
10105
119k
    if (g.IO.KeyMods != mods)
10106
119k
        return false;
10107
10108
    // Special storage location for mods
10109
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
10110
0
    if (key == ImGuiKey_None)
10111
0
        key = ConvertSingleModFlagToKey(&g, mods);
10112
0
    if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_)))
10113
0
        return false;
10114
0
    return true;
10115
0
}
10116
10117
void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord)
10118
0
{
10119
0
    ImGuiContext& g = *GImGui;
10120
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut;
10121
0
    g.NextItemData.Shortcut = key_chord;
10122
0
}
10123
10124
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10125
119k
{
10126
    //ImGuiContext& g = *GImGui;
10127
    //IMGUI_DEBUG_LOG("Shortcut(%s, owner_id=0x%08X, flags=%X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), owner_id, flags);
10128
10129
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
10130
119k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
10131
119k
        flags |= ImGuiInputFlags_RouteFocused;
10132
10133
    // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
10134
    // Effectively makes Shortcut() always input-owner aware.
10135
119k
    if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None)
10136
0
        owner_id = GetRoutingIdFromOwnerId(owner_id);
10137
10138
    // Submit route
10139
119k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
10140
0
        return false;
10141
10142
    // Default repeat behavior for Shortcut()
10143
    // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
10144
119k
    if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
10145
119k
        flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
10146
10147
119k
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
10148
119k
        return false;
10149
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
10150
0
    return true;
10151
119k
}
10152
10153
10154
//-----------------------------------------------------------------------------
10155
// [SECTION] ERROR CHECKING
10156
//-----------------------------------------------------------------------------
10157
10158
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
10159
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
10160
// If this triggers you have an issue:
10161
// - Most commonly: mismatched headers and compiled code version.
10162
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
10163
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
10164
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
10165
//   Otherwise it is possible that different compilation units would see different structure layout
10166
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
10167
3
{
10168
3
    bool error = false;
10169
3
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
10170
3
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
10171
3
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
10172
3
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
10173
3
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
10174
3
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
10175
3
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
10176
3
    return !error;
10177
3
}
10178
10179
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
10180
// This is causing issues and ambiguity and we need to retire that.
10181
// See https://github.com/ocornut/imgui/issues/5548 for more details.
10182
// [Scenario 1]
10183
//  Previously this would make the window content size ~200x200:
10184
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
10185
//  Instead, please submit an item:
10186
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
10187
//  Alternative:
10188
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
10189
// [Scenario 2]
10190
//  For reference this is one of the issue what we aim to fix with this change:
10191
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
10192
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
10193
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
10194
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
10195
0
{
10196
0
    ImGuiContext& g = *GImGui;
10197
0
    ImGuiWindow* window = g.CurrentWindow;
10198
0
    IM_ASSERT(window->DC.IsSetPos);
10199
0
    window->DC.IsSetPos = false;
10200
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
10201
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
10202
0
        return;
10203
0
    if (window->SkipItems)
10204
0
        return;
10205
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
10206
#else
10207
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10208
#endif
10209
0
}
10210
10211
static void ImGui::ErrorCheckNewFrameSanityChecks()
10212
59.7k
{
10213
59.7k
    ImGuiContext& g = *GImGui;
10214
10215
    // Check user IM_ASSERT macro
10216
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
10217
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
10218
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
10219
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
10220
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
10221
59.7k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
10222
10223
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
10224
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
10225
#ifdef __EMSCRIPTEN__
10226
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
10227
        g.IO.DeltaTime = 0.00001f;
10228
#endif
10229
10230
    // Check user data
10231
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
10232
59.7k
    IM_ASSERT(g.Initialized);
10233
59.7k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
10234
59.7k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
10235
59.7k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
10236
59.7k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
10237
59.7k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
10238
59.7k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
10239
59.7k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
10240
59.7k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
10241
59.7k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
10242
59.7k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
10243
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
10244
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
10245
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
10246
10247
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
10248
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
10249
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
10250
#endif
10251
10252
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
10253
59.7k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10254
3
        g.IO.ConfigWindowsResizeFromEdges = false;
10255
10256
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10257
59.7k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10258
59.7k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10259
59.7k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10260
59.7k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10261
10262
    // Perform simple checks: multi-viewport and platform windows support
10263
59.7k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10264
3
    {
10265
3
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10266
0
        {
10267
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10268
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10269
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10270
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10271
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10272
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10273
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10274
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10275
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10276
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10277
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10278
0
        }
10279
3
        else
10280
3
        {
10281
            // Disable feature, our backends do not support it
10282
3
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10283
3
        }
10284
10285
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10286
3
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10287
0
        {
10288
0
            IM_UNUSED(mon);
10289
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10290
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10291
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10292
0
        }
10293
3
    }
10294
59.7k
}
10295
10296
static void ImGui::ErrorCheckEndFrameSanityChecks()
10297
59.7k
{
10298
59.7k
    ImGuiContext& g = *GImGui;
10299
10300
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10301
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10302
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10303
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10304
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10305
    // while still correctly asserting on mid-frame key press events.
10306
59.7k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10307
59.7k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10308
59.7k
    IM_UNUSED(key_mods);
10309
10310
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10311
    //ErrorCheckEndFrameRecover();
10312
10313
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10314
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10315
59.7k
    if (g.CurrentWindowStack.Size != 1)
10316
0
    {
10317
0
        if (g.CurrentWindowStack.Size > 1)
10318
0
        {
10319
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10320
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10321
0
            IM_UNUSED(window);
10322
0
            while (g.CurrentWindowStack.Size > 1)
10323
0
                End();
10324
0
        }
10325
0
        else
10326
0
        {
10327
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10328
0
        }
10329
0
    }
10330
10331
59.7k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10332
59.7k
}
10333
10334
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10335
// Must be called during or before EndFrame().
10336
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10337
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10338
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10339
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10340
0
{
10341
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10342
0
    ImGuiContext& g = *GImGui;
10343
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10344
0
    {
10345
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10346
0
        ImGuiWindow* window = g.CurrentWindow;
10347
0
        if (g.CurrentWindowStack.Size == 1)
10348
0
        {
10349
0
            IM_ASSERT(window->IsFallbackWindow);
10350
0
            break;
10351
0
        }
10352
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10353
0
        {
10354
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10355
0
            EndChild();
10356
0
        }
10357
0
        else
10358
0
        {
10359
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10360
0
            End();
10361
0
        }
10362
0
    }
10363
0
}
10364
10365
// Must be called before End()/EndChild()
10366
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10367
0
{
10368
0
    ImGuiContext& g = *GImGui;
10369
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10370
0
    {
10371
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10372
0
        EndTable();
10373
0
    }
10374
10375
0
    ImGuiWindow* window = g.CurrentWindow;
10376
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10377
0
    IM_ASSERT(window != NULL);
10378
0
    while (g.CurrentTabBar != NULL) //-V1044
10379
0
    {
10380
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10381
0
        EndTabBar();
10382
0
    }
10383
0
    while (window->DC.TreeDepth > 0)
10384
0
    {
10385
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10386
0
        TreePop();
10387
0
    }
10388
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10389
0
    {
10390
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10391
0
        EndGroup();
10392
0
    }
10393
0
    while (window->IDStack.Size > 1)
10394
0
    {
10395
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10396
0
        PopID();
10397
0
    }
10398
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10399
0
    {
10400
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10401
0
        EndDisabled();
10402
0
    }
10403
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10404
0
    {
10405
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10406
0
        PopStyleColor();
10407
0
    }
10408
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10409
0
    {
10410
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10411
0
        PopItemFlag();
10412
0
    }
10413
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10414
0
    {
10415
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10416
0
        PopStyleVar();
10417
0
    }
10418
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10419
0
    {
10420
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10421
0
        PopFont();
10422
0
    }
10423
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10424
0
    {
10425
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10426
0
        PopFocusScope();
10427
0
    }
10428
0
}
10429
10430
// Save current stack sizes for later compare
10431
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10432
162k
{
10433
162k
    ImGuiContext& g = *ctx;
10434
162k
    ImGuiWindow* window = g.CurrentWindow;
10435
162k
    SizeOfIDStack = (short)window->IDStack.Size;
10436
162k
    SizeOfColorStack = (short)g.ColorStack.Size;
10437
162k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10438
162k
    SizeOfFontStack = (short)g.FontStack.Size;
10439
162k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10440
162k
    SizeOfGroupStack = (short)g.GroupStack.Size;
10441
162k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10442
162k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10443
162k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10444
162k
}
10445
10446
// Compare to detect usage errors
10447
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10448
162k
{
10449
162k
    ImGuiContext& g = *ctx;
10450
162k
    ImGuiWindow* window = g.CurrentWindow;
10451
162k
    IM_UNUSED(window);
10452
10453
    // Window stacks
10454
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10455
162k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10456
10457
    // Global stacks
10458
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10459
162k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10460
162k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10461
162k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10462
162k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10463
162k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10464
162k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10465
162k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10466
162k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10467
162k
}
10468
10469
//-----------------------------------------------------------------------------
10470
// [SECTION] ITEM SUBMISSION
10471
//-----------------------------------------------------------------------------
10472
// - KeepAliveID()
10473
// - ItemHandleShortcut() [Internal]
10474
// - ItemAdd()
10475
//-----------------------------------------------------------------------------
10476
10477
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
10478
void ImGui::KeepAliveID(ImGuiID id)
10479
218k
{
10480
218k
    ImGuiContext& g = *GImGui;
10481
218k
    if (g.ActiveId == id)
10482
166
        g.ActiveIdIsAlive = id;
10483
218k
    if (g.ActiveIdPreviousFrame == id)
10484
165
        g.ActiveIdPreviousFrameIsAlive = true;
10485
218k
}
10486
10487
static void ItemHandleShortcut(ImGuiID id)
10488
0
{
10489
    // FIXME: Generalize Activation queue?
10490
0
    ImGuiContext& g = *GImGui;
10491
0
    if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0)
10492
0
    {
10493
0
        g.NavActivateId = id; // Will effectively disable clipping.
10494
0
        g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
10495
0
        if (g.ActiveId == 0 || g.ActiveId == id)
10496
0
            g.NavActivateDownId = g.NavActivatePressedId = id;
10497
0
        ImGui::NavHighlightActivated(id);
10498
0
    }
10499
0
}
10500
10501
// Declare item bounding box for clipping and interaction.
10502
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10503
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10504
// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
10505
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10506
239k
{
10507
239k
    ImGuiContext& g = *GImGui;
10508
239k
    ImGuiWindow* window = g.CurrentWindow;
10509
10510
    // Set item data
10511
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10512
239k
    g.LastItemData.ID = id;
10513
239k
    g.LastItemData.Rect = bb;
10514
239k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10515
239k
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10516
239k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10517
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10518
10519
239k
    if (id != 0)
10520
218k
    {
10521
218k
        KeepAliveID(id);
10522
10523
        // Directional navigation processing
10524
        // Runs prior to clipping early-out
10525
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10526
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10527
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10528
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10529
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10530
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10531
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10532
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10533
218k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10534
158k
        {
10535
            // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
10536
158k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10537
158k
            if (g.NavId == id || g.NavAnyRequest)
10538
19.2k
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10539
3.86k
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10540
3.86k
                        NavProcessItem();
10541
158k
        }
10542
10543
218k
        if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut)
10544
0
            ItemHandleShortcut(id);
10545
218k
    }
10546
10547
    // Lightweight clear of SetNextItemXXX data.
10548
239k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10549
239k
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10550
10551
#ifdef IMGUI_ENABLE_TEST_ENGINE
10552
    if (id != 0)
10553
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10554
#endif
10555
10556
    // Clipping test
10557
    // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10558
    //const bool is_clipped = IsClippedEx(bb, id);
10559
    //if (is_clipped)
10560
    //    return false;
10561
    // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
10562
239k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10563
239k
    if (!is_rect_visible)
10564
94.6k
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
10565
92.1k
            if (!g.LogEnabled)
10566
92.1k
                return false;
10567
10568
    // [DEBUG]
10569
147k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10570
147k
    if (id != 0)
10571
143k
    {
10572
143k
        if (id == g.DebugLocateId)
10573
0
            DebugLocateItemResolveWithLastItem();
10574
10575
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10576
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10577
        // READ THE FAQ: https://dearimgui.com/faq
10578
143k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10579
143k
    }
10580
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10581
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10582
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10583
147k
#endif
10584
10585
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10586
147k
    if (is_rect_visible)
10587
144k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10588
147k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10589
710
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10590
147k
    return true;
10591
239k
}
10592
10593
10594
//-----------------------------------------------------------------------------
10595
// [SECTION] LAYOUT
10596
//-----------------------------------------------------------------------------
10597
// - ItemSize()
10598
// - SameLine()
10599
// - GetCursorScreenPos()
10600
// - SetCursorScreenPos()
10601
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10602
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10603
// - GetCursorStartPos()
10604
// - Indent()
10605
// - Unindent()
10606
// - SetNextItemWidth()
10607
// - PushItemWidth()
10608
// - PushMultiItemsWidths()
10609
// - PopItemWidth()
10610
// - CalcItemWidth()
10611
// - CalcItemSize()
10612
// - GetTextLineHeight()
10613
// - GetTextLineHeightWithSpacing()
10614
// - GetFrameHeight()
10615
// - GetFrameHeightWithSpacing()
10616
// - GetContentRegionMax()
10617
// - GetContentRegionMaxAbs() [Internal]
10618
// - GetContentRegionAvail(),
10619
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10620
// - BeginGroup()
10621
// - EndGroup()
10622
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10623
//-----------------------------------------------------------------------------
10624
10625
// Advance cursor given item size for layout.
10626
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10627
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10628
// THIS IS IN THE PERFORMANCE CRITICAL PATH.
10629
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10630
60.1k
{
10631
60.1k
    ImGuiContext& g = *GImGui;
10632
60.1k
    ImGuiWindow* window = g.CurrentWindow;
10633
60.1k
    if (window->SkipItems)
10634
0
        return;
10635
10636
    // We increase the height in this function to accommodate for baseline offset.
10637
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10638
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10639
60.1k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10640
10641
60.1k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10642
60.1k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10643
10644
    // Always align ourselves on pixel boundaries
10645
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10646
60.1k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10647
60.1k
    window->DC.CursorPosPrevLine.y = line_y1;
10648
60.1k
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10649
60.1k
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10650
60.1k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10651
60.1k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10652
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10653
10654
60.1k
    window->DC.PrevLineSize.y = line_height;
10655
60.1k
    window->DC.CurrLineSize.y = 0.0f;
10656
60.1k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10657
60.1k
    window->DC.CurrLineTextBaseOffset = 0.0f;
10658
60.1k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10659
10660
    // Horizontal layout mode
10661
60.1k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10662
0
        SameLine();
10663
60.1k
}
10664
10665
// Gets back to previous line and continue with horizontal layout
10666
//      offset_from_start_x == 0 : follow right after previous item
10667
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10668
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10669
//      spacing_w >= 0           : enforce spacing amount
10670
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10671
0
{
10672
0
    ImGuiContext& g = *GImGui;
10673
0
    ImGuiWindow* window = g.CurrentWindow;
10674
0
    if (window->SkipItems)
10675
0
        return;
10676
10677
0
    if (offset_from_start_x != 0.0f)
10678
0
    {
10679
0
        if (spacing_w < 0.0f)
10680
0
            spacing_w = 0.0f;
10681
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10682
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10683
0
    }
10684
0
    else
10685
0
    {
10686
0
        if (spacing_w < 0.0f)
10687
0
            spacing_w = g.Style.ItemSpacing.x;
10688
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10689
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10690
0
    }
10691
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10692
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10693
0
    window->DC.IsSameLine = true;
10694
0
}
10695
10696
ImVec2 ImGui::GetCursorScreenPos()
10697
50.8k
{
10698
50.8k
    ImGuiWindow* window = GetCurrentWindowRead();
10699
50.8k
    return window->DC.CursorPos;
10700
50.8k
}
10701
10702
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10703
0
{
10704
0
    ImGuiWindow* window = GetCurrentWindow();
10705
0
    window->DC.CursorPos = pos;
10706
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10707
0
    window->DC.IsSetPos = true;
10708
0
}
10709
10710
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10711
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10712
ImVec2 ImGui::GetCursorPos()
10713
0
{
10714
0
    ImGuiWindow* window = GetCurrentWindowRead();
10715
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10716
0
}
10717
10718
float ImGui::GetCursorPosX()
10719
0
{
10720
0
    ImGuiWindow* window = GetCurrentWindowRead();
10721
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10722
0
}
10723
10724
float ImGui::GetCursorPosY()
10725
0
{
10726
0
    ImGuiWindow* window = GetCurrentWindowRead();
10727
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10728
0
}
10729
10730
void ImGui::SetCursorPos(const ImVec2& local_pos)
10731
0
{
10732
0
    ImGuiWindow* window = GetCurrentWindow();
10733
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10734
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10735
0
    window->DC.IsSetPos = true;
10736
0
}
10737
10738
void ImGui::SetCursorPosX(float x)
10739
0
{
10740
0
    ImGuiWindow* window = GetCurrentWindow();
10741
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10742
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10743
0
    window->DC.IsSetPos = true;
10744
0
}
10745
10746
void ImGui::SetCursorPosY(float y)
10747
0
{
10748
0
    ImGuiWindow* window = GetCurrentWindow();
10749
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10750
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10751
0
    window->DC.IsSetPos = true;
10752
0
}
10753
10754
ImVec2 ImGui::GetCursorStartPos()
10755
0
{
10756
0
    ImGuiWindow* window = GetCurrentWindowRead();
10757
0
    return window->DC.CursorStartPos - window->Pos;
10758
0
}
10759
10760
void ImGui::Indent(float indent_w)
10761
0
{
10762
0
    ImGuiContext& g = *GImGui;
10763
0
    ImGuiWindow* window = GetCurrentWindow();
10764
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10765
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10766
0
}
10767
10768
void ImGui::Unindent(float indent_w)
10769
0
{
10770
0
    ImGuiContext& g = *GImGui;
10771
0
    ImGuiWindow* window = GetCurrentWindow();
10772
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10773
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10774
0
}
10775
10776
// Affect large frame+labels widgets only.
10777
void ImGui::SetNextItemWidth(float item_width)
10778
0
{
10779
0
    ImGuiContext& g = *GImGui;
10780
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10781
0
    g.NextItemData.Width = item_width;
10782
0
}
10783
10784
// FIXME: Remove the == 0.0f behavior?
10785
void ImGui::PushItemWidth(float item_width)
10786
0
{
10787
0
    ImGuiContext& g = *GImGui;
10788
0
    ImGuiWindow* window = g.CurrentWindow;
10789
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10790
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10791
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10792
0
}
10793
10794
void ImGui::PushMultiItemsWidths(int components, float w_full)
10795
0
{
10796
0
    ImGuiContext& g = *GImGui;
10797
0
    ImGuiWindow* window = g.CurrentWindow;
10798
0
    IM_ASSERT(components > 0);
10799
0
    const ImGuiStyle& style = g.Style;
10800
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10801
0
    float w_items = w_full - style.ItemInnerSpacing.x * (components - 1);
10802
0
    float prev_split = w_items;
10803
0
    for (int i = components - 1; i > 0; i--)
10804
0
    {
10805
0
        float next_split = IM_TRUNC(w_items * i / components);
10806
0
        window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f));
10807
0
        prev_split = next_split;
10808
0
    }
10809
0
    window->DC.ItemWidth = ImMax(prev_split, 1.0f);
10810
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10811
0
}
10812
10813
void ImGui::PopItemWidth()
10814
0
{
10815
0
    ImGuiWindow* window = GetCurrentWindow();
10816
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10817
0
    window->DC.ItemWidthStack.pop_back();
10818
0
}
10819
10820
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10821
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10822
float ImGui::CalcItemWidth()
10823
0
{
10824
0
    ImGuiContext& g = *GImGui;
10825
0
    ImGuiWindow* window = g.CurrentWindow;
10826
0
    float w;
10827
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10828
0
        w = g.NextItemData.Width;
10829
0
    else
10830
0
        w = window->DC.ItemWidth;
10831
0
    if (w < 0.0f)
10832
0
    {
10833
0
        float region_max_x = GetContentRegionMaxAbs().x;
10834
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10835
0
    }
10836
0
    w = IM_TRUNC(w);
10837
0
    return w;
10838
0
}
10839
10840
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10841
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10842
// Note that only CalcItemWidth() is publicly exposed.
10843
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10844
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10845
42.6k
{
10846
42.6k
    ImGuiContext& g = *GImGui;
10847
42.6k
    ImGuiWindow* window = g.CurrentWindow;
10848
10849
42.6k
    ImVec2 region_max;
10850
42.6k
    if (size.x < 0.0f || size.y < 0.0f)
10851
0
        region_max = GetContentRegionMaxAbs();
10852
10853
42.6k
    if (size.x == 0.0f)
10854
6.76k
        size.x = default_w;
10855
35.8k
    else if (size.x < 0.0f)
10856
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10857
10858
42.6k
    if (size.y == 0.0f)
10859
3.79k
        size.y = default_h;
10860
38.8k
    else if (size.y < 0.0f)
10861
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10862
10863
42.6k
    return size;
10864
42.6k
}
10865
10866
float ImGui::GetTextLineHeight()
10867
0
{
10868
0
    ImGuiContext& g = *GImGui;
10869
0
    return g.FontSize;
10870
0
}
10871
10872
float ImGui::GetTextLineHeightWithSpacing()
10873
42.6k
{
10874
42.6k
    ImGuiContext& g = *GImGui;
10875
42.6k
    return g.FontSize + g.Style.ItemSpacing.y;
10876
42.6k
}
10877
10878
float ImGui::GetFrameHeight()
10879
77
{
10880
77
    ImGuiContext& g = *GImGui;
10881
77
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10882
77
}
10883
10884
float ImGui::GetFrameHeightWithSpacing()
10885
0
{
10886
0
    ImGuiContext& g = *GImGui;
10887
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10888
0
}
10889
10890
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10891
10892
// FIXME: This is in window space (not screen space!).
10893
ImVec2 ImGui::GetContentRegionMax()
10894
0
{
10895
0
    ImGuiContext& g = *GImGui;
10896
0
    ImGuiWindow* window = g.CurrentWindow;
10897
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10898
0
    return mx - window->Pos;
10899
0
}
10900
10901
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10902
ImVec2 ImGui::GetContentRegionMaxAbs()
10903
42.6k
{
10904
42.6k
    ImGuiContext& g = *GImGui;
10905
42.6k
    ImGuiWindow* window = g.CurrentWindow;
10906
42.6k
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10907
42.6k
    return mx;
10908
42.6k
}
10909
10910
ImVec2 ImGui::GetContentRegionAvail()
10911
42.6k
{
10912
42.6k
    ImGuiWindow* window = GImGui->CurrentWindow;
10913
42.6k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10914
42.6k
}
10915
10916
// In window space (not screen space!)
10917
ImVec2 ImGui::GetWindowContentRegionMin()
10918
0
{
10919
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10920
0
    return window->ContentRegionRect.Min - window->Pos;
10921
0
}
10922
10923
ImVec2 ImGui::GetWindowContentRegionMax()
10924
42.6k
{
10925
42.6k
    ImGuiWindow* window = GImGui->CurrentWindow;
10926
42.6k
    return window->ContentRegionRect.Max - window->Pos;
10927
42.6k
}
10928
10929
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10930
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10931
// FIXME-OPT: Could we safely early out on ->SkipItems?
10932
void ImGui::BeginGroup()
10933
0
{
10934
0
    ImGuiContext& g = *GImGui;
10935
0
    ImGuiWindow* window = g.CurrentWindow;
10936
10937
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10938
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10939
0
    group_data.WindowID = window->ID;
10940
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10941
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10942
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10943
0
    group_data.BackupIndent = window->DC.Indent;
10944
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10945
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10946
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10947
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10948
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10949
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10950
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10951
0
    group_data.EmitItem = true;
10952
10953
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10954
0
    window->DC.Indent = window->DC.GroupOffset;
10955
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10956
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10957
0
    if (g.LogEnabled)
10958
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10959
0
}
10960
10961
void ImGui::EndGroup()
10962
0
{
10963
0
    ImGuiContext& g = *GImGui;
10964
0
    ImGuiWindow* window = g.CurrentWindow;
10965
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10966
10967
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10968
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10969
10970
0
    if (window->DC.IsSetPos)
10971
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10972
10973
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10974
10975
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10976
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10977
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10978
0
    window->DC.Indent = group_data.BackupIndent;
10979
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10980
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10981
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10982
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10983
0
    if (g.LogEnabled)
10984
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10985
10986
0
    if (!group_data.EmitItem)
10987
0
    {
10988
0
        g.GroupStack.pop_back();
10989
0
        return;
10990
0
    }
10991
10992
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10993
0
    ItemSize(group_bb.GetSize());
10994
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10995
10996
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10997
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10998
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10999
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
11000
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
11001
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
11002
0
    if (group_contains_curr_active_id)
11003
0
        g.LastItemData.ID = g.ActiveId;
11004
0
    else if (group_contains_prev_active_id)
11005
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
11006
0
    g.LastItemData.Rect = group_bb;
11007
11008
    // Forward Hovered flag
11009
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
11010
0
    if (group_contains_curr_hovered_id)
11011
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
11012
11013
    // Forward Edited flag
11014
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
11015
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
11016
11017
    // Forward Deactivated flag
11018
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
11019
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
11020
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
11021
11022
0
    g.GroupStack.pop_back();
11023
0
    if (g.DebugShowGroupRects)
11024
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
11025
0
}
11026
11027
11028
//-----------------------------------------------------------------------------
11029
// [SECTION] SCROLLING
11030
//-----------------------------------------------------------------------------
11031
11032
// Helper to snap on edges when aiming at an item very close to the edge,
11033
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
11034
// When we refactor the scrolling API this may be configurable with a flag?
11035
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
11036
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
11037
0
{
11038
0
    if (target <= snap_min + snap_threshold)
11039
0
        return ImLerp(snap_min, target, center_ratio);
11040
0
    if (target >= snap_max - snap_threshold)
11041
0
        return ImLerp(target, snap_max, center_ratio);
11042
0
    return target;
11043
0
}
11044
11045
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
11046
162k
{
11047
162k
    ImVec2 scroll = window->Scroll;
11048
162k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
11049
487k
    for (int axis = 0; axis < 2; axis++)
11050
325k
    {
11051
325k
        if (window->ScrollTarget[axis] < FLT_MAX)
11052
33.3k
        {
11053
33.3k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
11054
33.3k
            float scroll_target = window->ScrollTarget[axis];
11055
33.3k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
11056
0
            {
11057
0
                float snap_min = 0.0f;
11058
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
11059
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
11060
0
            }
11061
33.3k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
11062
33.3k
        }
11063
325k
        scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
11064
325k
        if (!window->Collapsed && !window->SkipItems)
11065
240k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
11066
325k
    }
11067
162k
    return scroll;
11068
162k
}
11069
11070
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
11071
0
{
11072
0
    ImGuiContext& g = *GImGui;
11073
0
    ImGuiWindow* window = g.CurrentWindow;
11074
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
11075
0
}
11076
11077
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
11078
0
{
11079
0
    ScrollToRectEx(window, item_rect, flags);
11080
0
}
11081
11082
// Scroll to keep newly navigated item fully into view
11083
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
11084
417
{
11085
417
    ImGuiContext& g = *GImGui;
11086
417
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
11087
417
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
11088
417
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
11089
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
11090
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
11091
11092
    // Check that only one behavior is selected per axis
11093
417
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
11094
417
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
11095
11096
    // Defaults
11097
417
    ImGuiScrollFlags in_flags = flags;
11098
417
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
11099
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
11100
417
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
11101
328
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
11102
11103
417
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
11104
417
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
11105
417
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
11106
417
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
11107
11108
417
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
11109
0
    {
11110
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
11111
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
11112
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
11113
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
11114
0
    }
11115
417
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
11116
0
    {
11117
0
        if (can_be_fully_visible_x)
11118
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
11119
0
        else
11120
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
11121
0
    }
11122
11123
417
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
11124
3
    {
11125
3
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
11126
3
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
11127
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
11128
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
11129
3
    }
11130
414
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
11131
0
    {
11132
0
        if (can_be_fully_visible_y)
11133
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
11134
0
        else
11135
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
11136
0
    }
11137
11138
417
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11139
417
    ImVec2 delta_scroll = next_scroll - window->Scroll;
11140
11141
    // Also scroll parent window to keep us into view if necessary
11142
417
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
11143
0
    {
11144
        // FIXME-SCROLL: May be an option?
11145
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
11146
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
11147
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
11148
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
11149
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
11150
0
    }
11151
11152
417
    return delta_scroll;
11153
417
}
11154
11155
float ImGui::GetScrollX()
11156
60.1k
{
11157
60.1k
    ImGuiWindow* window = GImGui->CurrentWindow;
11158
60.1k
    return window->Scroll.x;
11159
60.1k
}
11160
11161
float ImGui::GetScrollY()
11162
60.1k
{
11163
60.1k
    ImGuiWindow* window = GImGui->CurrentWindow;
11164
60.1k
    return window->Scroll.y;
11165
60.1k
}
11166
11167
float ImGui::GetScrollMaxX()
11168
0
{
11169
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11170
0
    return window->ScrollMax.x;
11171
0
}
11172
11173
float ImGui::GetScrollMaxY()
11174
0
{
11175
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11176
0
    return window->ScrollMax.y;
11177
0
}
11178
11179
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
11180
17.6k
{
11181
17.6k
    window->ScrollTarget.x = scroll_x;
11182
17.6k
    window->ScrollTargetCenterRatio.x = 0.0f;
11183
17.6k
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
11184
17.6k
}
11185
11186
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
11187
17.2k
{
11188
17.2k
    window->ScrollTarget.y = scroll_y;
11189
17.2k
    window->ScrollTargetCenterRatio.y = 0.0f;
11190
17.2k
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
11191
17.2k
}
11192
11193
void ImGui::SetScrollX(float scroll_x)
11194
17.3k
{
11195
17.3k
    ImGuiContext& g = *GImGui;
11196
17.3k
    SetScrollX(g.CurrentWindow, scroll_x);
11197
17.3k
}
11198
11199
void ImGui::SetScrollY(float scroll_y)
11200
15.3k
{
11201
15.3k
    ImGuiContext& g = *GImGui;
11202
15.3k
    SetScrollY(g.CurrentWindow, scroll_y);
11203
15.3k
}
11204
11205
// Note that a local position will vary depending on initial scroll value,
11206
// This is a little bit confusing so bear with us:
11207
//  - local_pos = (absolution_pos - window->Pos)
11208
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
11209
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
11210
//  - They mostly exist because of legacy API.
11211
// Following the rules above, when trying to work with scrolling code, consider that:
11212
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
11213
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
11214
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
11215
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
11216
0
{
11217
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
11218
0
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
11219
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
11220
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
11221
0
}
11222
11223
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
11224
3
{
11225
3
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
11226
3
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
11227
3
    window->ScrollTargetCenterRatio.y = center_y_ratio;
11228
3
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
11229
3
}
11230
11231
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
11232
0
{
11233
0
    ImGuiContext& g = *GImGui;
11234
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
11235
0
}
11236
11237
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
11238
0
{
11239
0
    ImGuiContext& g = *GImGui;
11240
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
11241
0
}
11242
11243
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
11244
void ImGui::SetScrollHereX(float center_x_ratio)
11245
0
{
11246
0
    ImGuiContext& g = *GImGui;
11247
0
    ImGuiWindow* window = g.CurrentWindow;
11248
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
11249
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
11250
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
11251
11252
    // Tweak: snap on edges when aiming at an item very close to the edge
11253
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
11254
0
}
11255
11256
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
11257
void ImGui::SetScrollHereY(float center_y_ratio)
11258
0
{
11259
0
    ImGuiContext& g = *GImGui;
11260
0
    ImGuiWindow* window = g.CurrentWindow;
11261
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
11262
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
11263
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
11264
11265
    // Tweak: snap on edges when aiming at an item very close to the edge
11266
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
11267
0
}
11268
11269
//-----------------------------------------------------------------------------
11270
// [SECTION] TOOLTIPS
11271
//-----------------------------------------------------------------------------
11272
11273
bool ImGui::BeginTooltip()
11274
0
{
11275
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11276
0
}
11277
11278
bool ImGui::BeginItemTooltip()
11279
0
{
11280
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11281
0
        return false;
11282
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11283
0
}
11284
11285
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
11286
0
{
11287
0
    ImGuiContext& g = *GImGui;
11288
11289
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
11290
0
    {
11291
        // Drag and Drop tooltips are positioning differently than other tooltips:
11292
        // - offset visibility to increase visibility around mouse.
11293
        // - never clamp within outer viewport boundary.
11294
        // We call SetNextWindowPos() to enforce position and disable clamping.
11295
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
11296
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
11297
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
11298
0
        SetNextWindowPos(tooltip_pos);
11299
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
11300
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11301
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11302
0
    }
11303
11304
0
    char window_name[16];
11305
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11306
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11307
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11308
0
            if (window->Active)
11309
0
            {
11310
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11311
0
                SetWindowHiddenAndSkipItemsForCurrentFrame(window);
11312
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11313
0
            }
11314
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11315
0
    Begin(window_name, NULL, flags | extra_window_flags);
11316
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11317
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11318
    //if (!ret)
11319
    //    End();
11320
    //return ret;
11321
0
    return true;
11322
0
}
11323
11324
void ImGui::EndTooltip()
11325
0
{
11326
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11327
0
    End();
11328
0
}
11329
11330
void ImGui::SetTooltip(const char* fmt, ...)
11331
0
{
11332
0
    va_list args;
11333
0
    va_start(args, fmt);
11334
0
    SetTooltipV(fmt, args);
11335
0
    va_end(args);
11336
0
}
11337
11338
void ImGui::SetTooltipV(const char* fmt, va_list args)
11339
0
{
11340
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11341
0
        return;
11342
0
    TextV(fmt, args);
11343
0
    EndTooltip();
11344
0
}
11345
11346
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11347
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11348
void ImGui::SetItemTooltip(const char* fmt, ...)
11349
0
{
11350
0
    va_list args;
11351
0
    va_start(args, fmt);
11352
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11353
0
        SetTooltipV(fmt, args);
11354
0
    va_end(args);
11355
0
}
11356
11357
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11358
0
{
11359
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11360
0
        SetTooltipV(fmt, args);
11361
0
}
11362
11363
11364
//-----------------------------------------------------------------------------
11365
// [SECTION] POPUPS
11366
//-----------------------------------------------------------------------------
11367
11368
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11369
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11370
0
{
11371
0
    ImGuiContext& g = *GImGui;
11372
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11373
0
    {
11374
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11375
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11376
0
        IM_ASSERT(id == 0);
11377
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11378
0
            return g.OpenPopupStack.Size > 0;
11379
0
        else
11380
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11381
0
    }
11382
0
    else
11383
0
    {
11384
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11385
0
        {
11386
            // Return true if the popup is open anywhere in the popup stack
11387
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11388
0
                if (popup_data.PopupId == id)
11389
0
                    return true;
11390
0
            return false;
11391
0
        }
11392
0
        else
11393
0
        {
11394
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11395
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11396
0
        }
11397
0
    }
11398
0
}
11399
11400
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11401
0
{
11402
0
    ImGuiContext& g = *GImGui;
11403
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11404
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11405
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11406
0
    return IsPopupOpen(id, popup_flags);
11407
0
}
11408
11409
// Also see FindBlockingModal(NULL)
11410
ImGuiWindow* ImGui::GetTopMostPopupModal()
11411
179k
{
11412
179k
    ImGuiContext& g = *GImGui;
11413
179k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11414
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11415
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11416
0
                return popup;
11417
179k
    return NULL;
11418
179k
}
11419
11420
// See Demo->Stacked Modal to confirm what this is for.
11421
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11422
59.7k
{
11423
59.7k
    ImGuiContext& g = *GImGui;
11424
59.7k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11425
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11426
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11427
0
                return popup;
11428
59.7k
    return NULL;
11429
59.7k
}
11430
11431
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11432
0
{
11433
0
    ImGuiContext& g = *GImGui;
11434
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11435
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11436
0
    OpenPopupEx(id, popup_flags);
11437
0
}
11438
11439
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11440
0
{
11441
0
    OpenPopupEx(id, popup_flags);
11442
0
}
11443
11444
// Mark popup as open (toggle toward open state).
11445
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11446
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11447
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11448
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11449
0
{
11450
0
    ImGuiContext& g = *GImGui;
11451
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11452
0
    const int current_stack_size = g.BeginPopupStack.Size;
11453
11454
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11455
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11456
0
            return;
11457
11458
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11459
0
    popup_ref.PopupId = id;
11460
0
    popup_ref.Window = NULL;
11461
0
    popup_ref.RestoreNavWindow = g.NavWindow;           // When popup closes focus may be restored to NavWindow (depend on window type).
11462
0
    popup_ref.OpenFrameCount = g.FrameCount;
11463
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11464
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11465
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11466
11467
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11468
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11469
0
    {
11470
0
        g.OpenPopupStack.push_back(popup_ref);
11471
0
    }
11472
0
    else
11473
0
    {
11474
        // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake!
11475
        // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be
11476
        // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer.
11477
        // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified.
11478
0
        bool keep_existing = false;
11479
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id)
11480
0
            if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen))
11481
0
                keep_existing = true;
11482
0
        if (keep_existing)
11483
0
        {
11484
            // No reopen
11485
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11486
0
        }
11487
0
        else
11488
0
        {
11489
            // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
11490
0
            ClosePopupToLevel(current_stack_size, true);
11491
0
            g.OpenPopupStack.push_back(popup_ref);
11492
0
        }
11493
11494
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11495
        // This is equivalent to what ClosePopupToLevel() does.
11496
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11497
        //    FocusWindow(parent_window);
11498
0
    }
11499
0
}
11500
11501
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11502
// This function closes any popups that are over 'ref_window'.
11503
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11504
8.79k
{
11505
8.79k
    ImGuiContext& g = *GImGui;
11506
8.79k
    if (g.OpenPopupStack.Size == 0)
11507
8.79k
        return;
11508
11509
    // Don't close our own child popup windows.
11510
    //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "<NULL>", restore_focus_to_window_under_popup);
11511
0
    int popup_count_to_keep = 0;
11512
0
    if (ref_window)
11513
0
    {
11514
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11515
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11516
0
        {
11517
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11518
0
            if (!popup.Window)
11519
0
                continue;
11520
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11521
11522
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11523
            // - Clicking/Focusing Window2 won't close Popup1:
11524
            //     Window -> Popup1 -> Window2(Ref)
11525
            // - Clicking/focusing Popup1 will close Popup2 and Popup3:
11526
            //     Window -> Popup1(Ref) -> Popup2 -> Popup3
11527
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11528
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11529
            // We step through every popup from bottom to top to validate their position relative to reference window.
11530
0
            bool ref_window_is_descendent_of_popup = false;
11531
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11532
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11533
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11534
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11535
0
                    {
11536
0
                        ref_window_is_descendent_of_popup = true;
11537
0
                        break;
11538
0
                    }
11539
0
            if (!ref_window_is_descendent_of_popup)
11540
0
                break;
11541
0
        }
11542
0
    }
11543
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11544
0
    {
11545
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11546
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11547
0
    }
11548
0
}
11549
11550
void ImGui::ClosePopupsExceptModals()
11551
0
{
11552
0
    ImGuiContext& g = *GImGui;
11553
11554
0
    int popup_count_to_keep;
11555
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11556
0
    {
11557
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11558
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11559
0
            break;
11560
0
    }
11561
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11562
0
        ClosePopupToLevel(popup_count_to_keep, true);
11563
0
}
11564
11565
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11566
0
{
11567
0
    ImGuiContext& g = *GImGui;
11568
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup);
11569
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11570
11571
    // Trim open popup stack
11572
0
    ImGuiPopupData prev_popup = g.OpenPopupStack[remaining];
11573
0
    g.OpenPopupStack.resize(remaining);
11574
11575
    // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case)
11576
0
    if (restore_focus_to_window_under_popup && prev_popup.Window)
11577
0
    {
11578
0
        ImGuiWindow* popup_window = prev_popup.Window;
11579
0
        ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow;
11580
0
        if (focus_window && !focus_window->WasActive)
11581
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11582
0
        else
11583
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11584
0
    }
11585
0
}
11586
11587
// Close the popup we have begin-ed into.
11588
void ImGui::CloseCurrentPopup()
11589
0
{
11590
0
    ImGuiContext& g = *GImGui;
11591
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11592
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11593
0
        return;
11594
11595
    // Closing a menu closes its top-most parent popup (unless a modal)
11596
0
    while (popup_idx > 0)
11597
0
    {
11598
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11599
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11600
0
        bool close_parent = false;
11601
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11602
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11603
0
                close_parent = true;
11604
0
        if (!close_parent)
11605
0
            break;
11606
0
        popup_idx--;
11607
0
    }
11608
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11609
0
    ClosePopupToLevel(popup_idx, true);
11610
11611
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11612
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11613
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11614
0
    if (ImGuiWindow* window = g.NavWindow)
11615
0
        window->DC.NavHideHighlightOneFrame = true;
11616
0
}
11617
11618
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11619
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11620
0
{
11621
0
    ImGuiContext& g = *GImGui;
11622
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11623
0
    {
11624
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11625
0
        return false;
11626
0
    }
11627
11628
0
    char name[20];
11629
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11630
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
11631
0
    else
11632
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11633
11634
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11635
0
    bool is_open = Begin(name, NULL, flags);
11636
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11637
0
        EndPopup();
11638
11639
    //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
11640
11641
0
    return is_open;
11642
0
}
11643
11644
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11645
0
{
11646
0
    ImGuiContext& g = *GImGui;
11647
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11648
0
    {
11649
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11650
0
        return false;
11651
0
    }
11652
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11653
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11654
0
    return BeginPopupEx(id, flags);
11655
0
}
11656
11657
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11658
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11659
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11660
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11661
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11662
0
{
11663
0
    ImGuiContext& g = *GImGui;
11664
0
    ImGuiWindow* window = g.CurrentWindow;
11665
0
    const ImGuiID id = window->GetID(name);
11666
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11667
0
    {
11668
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11669
0
        if (p_open && *p_open)
11670
0
            *p_open = false;
11671
0
        return false;
11672
0
    }
11673
11674
    // Center modal windows by default for increased visibility
11675
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11676
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11677
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11678
0
    {
11679
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11680
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11681
0
    }
11682
11683
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11684
0
    const bool is_open = Begin(name, p_open, flags);
11685
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11686
0
    {
11687
0
        EndPopup();
11688
0
        if (is_open)
11689
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11690
0
        return false;
11691
0
    }
11692
0
    return is_open;
11693
0
}
11694
11695
void ImGui::EndPopup()
11696
0
{
11697
0
    ImGuiContext& g = *GImGui;
11698
0
    ImGuiWindow* window = g.CurrentWindow;
11699
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11700
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11701
11702
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11703
0
    if (g.NavWindow == window)
11704
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11705
11706
    // Child-popups don't need to be laid out
11707
0
    IM_ASSERT(g.WithinEndChild == false);
11708
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11709
0
        g.WithinEndChild = true;
11710
0
    End();
11711
0
    g.WithinEndChild = false;
11712
0
}
11713
11714
// Helper to open a popup if mouse button is released over the item
11715
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11716
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11717
0
{
11718
0
    ImGuiContext& g = *GImGui;
11719
0
    ImGuiWindow* window = g.CurrentWindow;
11720
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11721
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11722
0
    {
11723
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11724
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11725
0
        OpenPopupEx(id, popup_flags);
11726
0
    }
11727
0
}
11728
11729
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11730
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11731
// - To create a popup with a specific identifier, pass it in str_id.
11732
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11733
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11734
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11735
//   This is essentially the same as:
11736
//       id = str_id ? GetID(str_id) : GetItemID();
11737
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11738
//       return BeginPopup(id);
11739
//   Which is essentially the same as:
11740
//       id = str_id ? GetID(str_id) : GetItemID();
11741
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11742
//           OpenPopup(id);
11743
//       return BeginPopup(id);
11744
//   The main difference being that this is tweaked to avoid computing the ID twice.
11745
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11746
0
{
11747
0
    ImGuiContext& g = *GImGui;
11748
0
    ImGuiWindow* window = g.CurrentWindow;
11749
0
    if (window->SkipItems)
11750
0
        return false;
11751
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11752
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11753
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11754
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11755
0
        OpenPopupEx(id, popup_flags);
11756
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11757
0
}
11758
11759
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11760
0
{
11761
0
    ImGuiContext& g = *GImGui;
11762
0
    ImGuiWindow* window = g.CurrentWindow;
11763
0
    if (!str_id)
11764
0
        str_id = "window_context";
11765
0
    ImGuiID id = window->GetID(str_id);
11766
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11767
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11768
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11769
0
            OpenPopupEx(id, popup_flags);
11770
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11771
0
}
11772
11773
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11774
0
{
11775
0
    ImGuiContext& g = *GImGui;
11776
0
    ImGuiWindow* window = g.CurrentWindow;
11777
0
    if (!str_id)
11778
0
        str_id = "void_context";
11779
0
    ImGuiID id = window->GetID(str_id);
11780
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11781
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11782
0
        if (GetTopMostPopupModal() == NULL)
11783
0
            OpenPopupEx(id, popup_flags);
11784
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11785
0
}
11786
11787
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11788
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11789
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11790
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11791
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11792
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11793
0
{
11794
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11795
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11796
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11797
11798
    // Combo Box policy (we want a connecting edge)
11799
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11800
0
    {
11801
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11802
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11803
0
        {
11804
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11805
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11806
0
                continue;
11807
0
            ImVec2 pos;
11808
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11809
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11810
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11811
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11812
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11813
0
                continue;
11814
0
            *last_dir = dir;
11815
0
            return pos;
11816
0
        }
11817
0
    }
11818
11819
    // Tooltip and Default popup policy
11820
    // (Always first try the direction we used on the last frame, if any)
11821
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11822
0
    {
11823
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11824
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11825
0
        {
11826
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11827
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11828
0
                continue;
11829
11830
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11831
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11832
11833
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11834
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11835
0
                continue;
11836
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11837
0
                continue;
11838
11839
0
            ImVec2 pos;
11840
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11841
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11842
11843
            // Clamp top-left corner of popup
11844
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11845
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11846
11847
0
            *last_dir = dir;
11848
0
            return pos;
11849
0
        }
11850
0
    }
11851
11852
    // Fallback when not enough room:
11853
0
    *last_dir = ImGuiDir_None;
11854
11855
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11856
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11857
0
        return ref_pos + ImVec2(2, 2);
11858
11859
    // Otherwise try to keep within display
11860
0
    ImVec2 pos = ref_pos;
11861
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11862
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11863
0
    return pos;
11864
0
}
11865
11866
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11867
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11868
0
{
11869
0
    ImGuiContext& g = *GImGui;
11870
0
    ImRect r_screen;
11871
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11872
0
    {
11873
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11874
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11875
0
        r_screen.Min = monitor.WorkPos;
11876
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11877
0
    }
11878
0
    else
11879
0
    {
11880
        // Use the full viewport area (not work area) for popups
11881
0
        r_screen = window->Viewport->GetMainRect();
11882
0
    }
11883
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11884
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11885
0
    return r_screen;
11886
0
}
11887
11888
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11889
0
{
11890
0
    ImGuiContext& g = *GImGui;
11891
11892
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11893
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11894
0
    {
11895
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11896
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11897
0
        ImGuiWindow* parent_window = window->ParentWindow;
11898
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11899
0
        ImRect r_avoid;
11900
0
        if (parent_window->DC.MenuBarAppending)
11901
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11902
0
        else
11903
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11904
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11905
0
    }
11906
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11907
0
    {
11908
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11909
0
    }
11910
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11911
0
    {
11912
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11913
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11914
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11915
0
        IM_ASSERT(g.CurrentWindow == window);
11916
0
        const float scale = g.Style.MouseCursorScale;
11917
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11918
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11919
0
        ImRect r_avoid;
11920
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11921
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11922
0
        else
11923
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11924
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11925
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11926
0
    }
11927
0
    IM_ASSERT(0);
11928
0
    return window->Pos;
11929
0
}
11930
11931
//-----------------------------------------------------------------------------
11932
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11933
//-----------------------------------------------------------------------------
11934
11935
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11936
// In our terminology those should be interchangeable, yet right now this is super confusing.
11937
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11938
11939
void ImGui::SetNavWindow(ImGuiWindow* window)
11940
8.49k
{
11941
8.49k
    ImGuiContext& g = *GImGui;
11942
8.49k
    if (g.NavWindow != window)
11943
8.49k
    {
11944
8.49k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11945
8.49k
        g.NavWindow = window;
11946
8.49k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11947
8.49k
    }
11948
8.49k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11949
8.49k
    NavUpdateAnyRequestFlag();
11950
8.49k
}
11951
11952
void ImGui::NavHighlightActivated(ImGuiID id)
11953
75
{
11954
75
    ImGuiContext& g = *GImGui;
11955
75
    g.NavHighlightActivatedId = id;
11956
75
    g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER;
11957
75
}
11958
11959
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11960
5.22k
{
11961
5.22k
    ImGuiContext& g = *GImGui;
11962
5.22k
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11963
5.22k
}
11964
11965
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11966
1.05k
{
11967
1.05k
    ImGuiContext& g = *GImGui;
11968
1.05k
    IM_ASSERT(g.NavWindow != NULL);
11969
1.05k
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11970
1.05k
    g.NavId = id;
11971
1.05k
    g.NavLayer = nav_layer;
11972
1.05k
    SetNavFocusScope(focus_scope_id);
11973
1.05k
    g.NavWindow->NavLastIds[nav_layer] = id;
11974
1.05k
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11975
11976
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11977
1.05k
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11978
1.05k
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11979
1.05k
}
11980
11981
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11982
5
{
11983
5
    ImGuiContext& g = *GImGui;
11984
5
    IM_ASSERT(id != 0);
11985
11986
5
    if (g.NavWindow != window)
11987
5
       SetNavWindow(window);
11988
11989
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11990
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11991
5
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11992
5
    g.NavId = id;
11993
5
    g.NavLayer = nav_layer;
11994
5
    SetNavFocusScope(g.CurrentFocusScopeId);
11995
5
    window->NavLastIds[nav_layer] = id;
11996
5
    if (g.LastItemData.ID == id)
11997
5
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11998
11999
5
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
12000
0
        g.NavDisableMouseHover = true;
12001
5
    else
12002
5
        g.NavDisableHighlight = true;
12003
12004
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
12005
5
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12006
5
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12007
5
}
12008
12009
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
12010
359
{
12011
359
    if (ImFabs(dx) > ImFabs(dy))
12012
10
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
12013
349
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
12014
359
}
12015
12016
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
12017
750
{
12018
750
    if (cand_max < curr_min)
12019
305
        return cand_max - curr_min;
12020
445
    if (curr_max < cand_min)
12021
43
        return cand_min - curr_max;
12022
402
    return 0.0f;
12023
445
}
12024
12025
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
12026
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
12027
1.02k
{
12028
1.02k
    ImGuiContext& g = *GImGui;
12029
1.02k
    ImGuiWindow* window = g.CurrentWindow;
12030
1.02k
    if (g.NavLayer != window->DC.NavLayerCurrent)
12031
648
        return false;
12032
12033
    // FIXME: Those are not good variables names
12034
375
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
12035
375
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
12036
375
    g.NavScoringDebugCount++;
12037
12038
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
12039
375
    if (window->ParentWindow == g.NavWindow)
12040
0
    {
12041
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
12042
0
        if (!window->ClipRect.Overlaps(cand))
12043
0
            return false;
12044
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
12045
0
    }
12046
12047
    // Compute distance between boxes
12048
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
12049
375
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
12050
375
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
12051
375
    if (dby != 0.0f && dbx != 0.0f)
12052
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
12053
375
    float dist_box = ImFabs(dbx) + ImFabs(dby);
12054
12055
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
12056
375
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
12057
375
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
12058
375
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
12059
12060
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
12061
375
    ImGuiDir quadrant;
12062
375
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
12063
375
    if (dbx != 0.0f || dby != 0.0f)
12064
348
    {
12065
        // For non-overlapping boxes, use distance between boxes
12066
348
        dax = dbx;
12067
348
        day = dby;
12068
348
        dist_axial = dist_box;
12069
348
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
12070
348
    }
12071
27
    else if (dcx != 0.0f || dcy != 0.0f)
12072
11
    {
12073
        // For overlapping boxes with different centers, use distance between centers
12074
11
        dax = dcx;
12075
11
        day = dcy;
12076
11
        dist_axial = dist_center;
12077
11
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
12078
11
    }
12079
16
    else
12080
16
    {
12081
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
12082
16
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
12083
16
    }
12084
12085
375
    const ImGuiDir move_dir = g.NavMoveDir;
12086
#if IMGUI_DEBUG_NAV_SCORING
12087
    char buf[200];
12088
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
12089
    {
12090
        if (quadrant == move_dir)
12091
        {
12092
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
12093
            ImDrawList* draw_list = GetForegroundDrawList(window);
12094
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
12095
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
12096
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
12097
        }
12098
    }
12099
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
12100
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
12101
    if (debug_hovering || debug_tty)
12102
    {
12103
        ImFormatString(buf, IM_ARRAYSIZE(buf),
12104
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
12105
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
12106
        if (debug_hovering)
12107
        {
12108
            ImDrawList* draw_list = GetForegroundDrawList(window);
12109
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
12110
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
12111
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
12112
            draw_list->AddText(cand.Max, ~0U, buf);
12113
        }
12114
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
12115
    }
12116
#endif
12117
12118
    // Is it in the quadrant we're interested in moving to?
12119
375
    bool new_best = false;
12120
375
    if (quadrant == move_dir)
12121
364
    {
12122
        // Does it beat the current best candidate?
12123
364
        if (dist_box < result->DistBox)
12124
364
        {
12125
364
            result->DistBox = dist_box;
12126
364
            result->DistCenter = dist_center;
12127
364
            return true;
12128
364
        }
12129
0
        if (dist_box == result->DistBox)
12130
0
        {
12131
            // Try using distance between center points to break ties
12132
0
            if (dist_center < result->DistCenter)
12133
0
            {
12134
0
                result->DistCenter = dist_center;
12135
0
                new_best = true;
12136
0
            }
12137
0
            else if (dist_center == result->DistCenter)
12138
0
            {
12139
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
12140
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
12141
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
12142
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
12143
0
                    new_best = true;
12144
0
            }
12145
0
        }
12146
0
    }
12147
12148
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
12149
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
12150
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
12151
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
12152
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
12153
11
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
12154
11
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
12155
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
12156
0
            {
12157
0
                result->DistAxial = dist_axial;
12158
0
                new_best = true;
12159
0
            }
12160
12161
11
    return new_best;
12162
375
}
12163
12164
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
12165
626
{
12166
626
    ImGuiContext& g = *GImGui;
12167
626
    ImGuiWindow* window = g.CurrentWindow;
12168
626
    result->Window = window;
12169
626
    result->ID = g.LastItemData.ID;
12170
626
    result->FocusScopeId = g.CurrentFocusScopeId;
12171
626
    result->InFlags = g.LastItemData.InFlags;
12172
626
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
12173
626
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
12174
0
    {
12175
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
12176
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
12177
0
    }
12178
626
}
12179
12180
// True when current work location may be scrolled horizontally when moving left / right.
12181
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
12182
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
12183
264k
{
12184
264k
    ImGuiContext& g = *GImGui;
12185
264k
    ImGuiWindow* window = g.CurrentWindow;
12186
264k
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
12187
264k
}
12188
12189
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
12190
// This is called after LastItemData is set, but NextItemData is also still valid.
12191
static void ImGui::NavProcessItem()
12192
3.86k
{
12193
3.86k
    ImGuiContext& g = *GImGui;
12194
3.86k
    ImGuiWindow* window = g.CurrentWindow;
12195
3.86k
    const ImGuiID id = g.LastItemData.ID;
12196
3.86k
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
12197
12198
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
12199
3.86k
    if (window->DC.NavIsScrollPushableX == false)
12200
0
    {
12201
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
12202
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
12203
0
    }
12204
3.86k
    const ImRect nav_bb = g.LastItemData.NavRect;
12205
12206
    // Process Init Request
12207
3.86k
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
12208
151
    {
12209
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
12210
151
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
12211
151
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
12212
151
        {
12213
151
            NavApplyItemToResult(&g.NavInitResult);
12214
151
        }
12215
151
        if (candidate_for_nav_default_focus)
12216
27
        {
12217
27
            g.NavInitRequest = false; // Found a match, clear request
12218
27
            NavUpdateAnyRequestFlag();
12219
27
        }
12220
151
    }
12221
12222
    // Process Move Request (scoring for navigation)
12223
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
12224
3.86k
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
12225
1.38k
    {
12226
1.38k
        if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0)
12227
1.38k
        {
12228
1.38k
            const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
12229
1.38k
            if (is_tabbing)
12230
264
            {
12231
264
                NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
12232
264
            }
12233
1.12k
            else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
12234
977
            {
12235
977
                ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
12236
977
                if (NavScoreItem(result))
12237
345
                    NavApplyItemToResult(result);
12238
12239
                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
12240
977
                const float VISIBLE_RATIO = 0.70f;
12241
977
                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
12242
57
                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
12243
46
                        if (NavScoreItem(&g.NavMoveResultLocalVisible))
12244
19
                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);
12245
977
            }
12246
1.38k
        }
12247
1.38k
    }
12248
12249
    // Update information for currently focused/navigated item
12250
3.86k
    if (g.NavId == id)
12251
2.88k
    {
12252
2.88k
        if (g.NavWindow != window)
12253
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
12254
2.88k
        g.NavLayer = window->DC.NavLayerCurrent;
12255
2.88k
        SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
12256
2.88k
        g.NavFocusScopeId = g.CurrentFocusScopeId;
12257
2.88k
        g.NavIdIsAlive = true;
12258
2.88k
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
12259
0
        {
12260
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
12261
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
12262
0
        }
12263
2.88k
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
12264
2.88k
    }
12265
3.86k
}
12266
12267
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
12268
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
12269
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
12270
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
12271
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
12272
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
12273
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
12274
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
12275
264
{
12276
264
    ImGuiContext& g = *GImGui;
12277
12278
264
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
12279
264
    {
12280
264
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
12281
147
            return;
12282
117
        if (g.NavFocusScopeId != g.CurrentFocusScopeId)
12283
6
            return;
12284
117
    }
12285
12286
    // - Can always land on an item when using API call.
12287
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
12288
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
12289
111
    bool can_stop;
12290
111
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
12291
0
        can_stop = true;
12292
111
    else
12293
111
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
12294
12295
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
12296
111
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
12297
111
    if (g.NavTabbingDir == +1)
12298
111
    {
12299
        // Tab Forward or SetKeyboardFocusHere() with >= 0
12300
111
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
12301
111
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12302
111
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
12303
0
            NavMoveRequestResolveWithLastItem(result);
12304
111
        else if (g.NavId == id)
12305
100
            g.NavTabbingCounter = 1;
12306
111
    }
12307
0
    else if (g.NavTabbingDir == -1)
12308
0
    {
12309
        // Tab Backward
12310
0
        if (g.NavId == id)
12311
0
        {
12312
0
            if (result->ID)
12313
0
            {
12314
0
                g.NavMoveScoringItems = false;
12315
0
                NavUpdateAnyRequestFlag();
12316
0
            }
12317
0
        }
12318
0
        else if (can_stop)
12319
0
        {
12320
            // Keep applying until reaching NavId
12321
0
            NavApplyItemToResult(result);
12322
0
        }
12323
0
    }
12324
0
    else if (g.NavTabbingDir == 0)
12325
0
    {
12326
0
        if (can_stop && g.NavId == id)
12327
0
            NavMoveRequestResolveWithLastItem(result);
12328
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12329
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12330
0
    }
12331
111
}
12332
12333
bool ImGui::NavMoveRequestButNoResultYet()
12334
35.0k
{
12335
35.0k
    ImGuiContext& g = *GImGui;
12336
35.0k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12337
35.0k
}
12338
12339
// FIXME: ScoringRect is not set
12340
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12341
3.70k
{
12342
3.70k
    ImGuiContext& g = *GImGui;
12343
3.70k
    IM_ASSERT(g.NavWindow != NULL);
12344
12345
3.70k
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12346
1.33k
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12347
12348
3.70k
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12349
3.70k
    g.NavMoveDir = move_dir;
12350
3.70k
    g.NavMoveDirForDebug = move_dir;
12351
3.70k
    g.NavMoveClipDir = clip_dir;
12352
3.70k
    g.NavMoveFlags = move_flags;
12353
3.70k
    g.NavMoveScrollFlags = scroll_flags;
12354
3.70k
    g.NavMoveForwardToNextFrame = false;
12355
3.70k
    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
12356
3.70k
    g.NavMoveResultLocal.Clear();
12357
3.70k
    g.NavMoveResultLocalVisible.Clear();
12358
3.70k
    g.NavMoveResultOther.Clear();
12359
3.70k
    g.NavTabbingCounter = 0;
12360
3.70k
    g.NavTabbingResultFirst.Clear();
12361
3.70k
    NavUpdateAnyRequestFlag();
12362
3.70k
}
12363
12364
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12365
0
{
12366
0
    ImGuiContext& g = *GImGui;
12367
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12368
0
    NavApplyItemToResult(result);
12369
0
    NavUpdateAnyRequestFlag();
12370
0
}
12371
12372
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12373
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12374
0
{
12375
0
    ImGuiContext& g = *GImGui;
12376
0
    g.NavMoveScoringItems = false;
12377
0
    g.LastItemData.ID = tree_node_data->ID;
12378
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12379
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12380
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12381
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12382
0
    NavUpdateAnyRequestFlag();
12383
0
}
12384
12385
void ImGui::NavMoveRequestCancel()
12386
77
{
12387
77
    ImGuiContext& g = *GImGui;
12388
77
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12389
77
    NavUpdateAnyRequestFlag();
12390
77
}
12391
12392
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12393
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12394
0
{
12395
0
    ImGuiContext& g = *GImGui;
12396
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12397
0
    NavMoveRequestCancel();
12398
0
    g.NavMoveForwardToNextFrame = true;
12399
0
    g.NavMoveDir = move_dir;
12400
0
    g.NavMoveClipDir = clip_dir;
12401
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12402
0
    g.NavMoveScrollFlags = scroll_flags;
12403
0
}
12404
12405
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12406
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12407
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12408
0
{
12409
0
    ImGuiContext& g = *GImGui;
12410
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12411
12412
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12413
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12414
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12415
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12416
0
}
12417
12418
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12419
// This way we could find the last focused window among our children. It would be much less confusing this way?
12420
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12421
31.1k
{
12422
31.1k
    ImGuiWindow* parent = nav_window;
12423
58.7k
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12424
27.6k
        parent = parent->ParentWindow;
12425
31.1k
    if (parent && parent != nav_window)
12426
27.6k
        parent->NavLastChildNavWindow = nav_window;
12427
31.1k
}
12428
12429
// Restore the last focused child.
12430
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12431
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12432
0
{
12433
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12434
0
        return window->NavLastChildNavWindow;
12435
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12436
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12437
0
            return tab->Window;
12438
0
    return window;
12439
0
}
12440
12441
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12442
124
{
12443
124
    ImGuiContext& g = *GImGui;
12444
124
    if (layer == ImGuiNavLayer_Main)
12445
0
    {
12446
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12447
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12448
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12449
0
        if (prev_nav_window)
12450
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12451
0
    }
12452
124
    ImGuiWindow* window = g.NavWindow;
12453
124
    if (window->NavLastIds[layer] != 0)
12454
0
    {
12455
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12456
0
    }
12457
124
    else
12458
124
    {
12459
124
        g.NavLayer = layer;
12460
124
        NavInitWindow(window, true);
12461
124
    }
12462
124
}
12463
12464
void ImGui::NavRestoreHighlightAfterMove()
12465
1.11k
{
12466
1.11k
    ImGuiContext& g = *GImGui;
12467
1.11k
    g.NavDisableHighlight = false;
12468
1.11k
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12469
1.11k
}
12470
12471
static inline void ImGui::NavUpdateAnyRequestFlag()
12472
72.2k
{
12473
72.2k
    ImGuiContext& g = *GImGui;
12474
72.2k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12475
72.2k
    if (g.NavAnyRequest)
12476
72.2k
        IM_ASSERT(g.NavWindow != NULL);
12477
72.2k
}
12478
12479
// This needs to be called before we submit any widget (aka in or before Begin)
12480
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12481
190
{
12482
    // FIXME: ChildWindow test here is wrong for docking
12483
190
    ImGuiContext& g = *GImGui;
12484
190
    IM_ASSERT(window == g.NavWindow);
12485
12486
190
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12487
0
    {
12488
0
        g.NavId = 0;
12489
0
        SetNavFocusScope(window->NavRootFocusScopeId);
12490
0
        return;
12491
0
    }
12492
12493
190
    bool init_for_nav = false;
12494
190
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12495
190
        init_for_nav = true;
12496
190
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12497
190
    if (init_for_nav)
12498
190
    {
12499
190
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12500
190
        g.NavInitRequest = true;
12501
190
        g.NavInitRequestFromMove = false;
12502
190
        g.NavInitResult.ID = 0;
12503
190
        NavUpdateAnyRequestFlag();
12504
190
    }
12505
0
    else
12506
0
    {
12507
0
        g.NavId = window->NavLastIds[0];
12508
0
        SetNavFocusScope(window->NavRootFocusScopeId);
12509
0
    }
12510
190
}
12511
12512
static ImVec2 ImGui::NavCalcPreferredRefPos()
12513
0
{
12514
0
    ImGuiContext& g = *GImGui;
12515
0
    ImGuiWindow* window = g.NavWindow;
12516
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12517
0
    {
12518
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12519
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12520
        // In theory we could move that +1.0f offset in OpenPopupEx()
12521
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12522
0
        return ImVec2(p.x + 1.0f, p.y);
12523
0
    }
12524
0
    else
12525
0
    {
12526
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12527
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12528
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12529
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12530
0
        {
12531
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12532
0
            rect_rel.Translate(window->Scroll - next_scroll);
12533
0
        }
12534
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12535
0
        ImGuiViewport* viewport = window->Viewport;
12536
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12537
0
    }
12538
0
}
12539
12540
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12541
0
{
12542
0
    ImGuiContext& g = *GImGui;
12543
0
    float repeat_delay, repeat_rate;
12544
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12545
12546
0
    ImGuiKey key_less, key_more;
12547
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12548
0
    {
12549
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12550
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12551
0
    }
12552
0
    else
12553
0
    {
12554
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12555
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12556
0
    }
12557
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12558
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12559
0
        amount = 0.0f;
12560
0
    return amount;
12561
0
}
12562
12563
static void ImGui::NavUpdate()
12564
59.7k
{
12565
59.7k
    ImGuiContext& g = *GImGui;
12566
59.7k
    ImGuiIO& io = g.IO;
12567
12568
59.7k
    io.WantSetMousePos = false;
12569
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12570
12571
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12572
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12573
59.7k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12574
59.7k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12575
59.7k
    if (nav_gamepad_active)
12576
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12577
0
            if (IsKeyDown(key))
12578
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12579
59.7k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12580
59.7k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12581
59.7k
    if (nav_keyboard_active)
12582
59.7k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12583
418k
            if (IsKeyDown(key))
12584
20.5k
                g.NavInputSource = ImGuiInputSource_Keyboard;
12585
12586
    // Process navigation init request (select first/default focus)
12587
59.7k
    g.NavJustMovedToId = 0;
12588
59.7k
    if (g.NavInitResult.ID != 0)
12589
151
        NavInitRequestApplyResult();
12590
59.7k
    g.NavInitRequest = false;
12591
59.7k
    g.NavInitRequestFromMove = false;
12592
59.7k
    g.NavInitResult.ID = 0;
12593
12594
    // Process navigation move request
12595
59.7k
    if (g.NavMoveSubmitted)
12596
3.52k
        NavMoveRequestApplyResult();
12597
59.7k
    g.NavTabbingCounter = 0;
12598
59.7k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12599
12600
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12601
59.7k
    bool set_mouse_pos = false;
12602
59.7k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12603
919
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12604
893
            set_mouse_pos = true;
12605
59.7k
    g.NavMousePosDirty = false;
12606
59.7k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12607
12608
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12609
59.7k
    if (g.NavWindow)
12610
31.1k
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12611
59.7k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12612
310
        g.NavWindow->NavLastChildNavWindow = NULL;
12613
12614
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12615
59.7k
    NavUpdateWindowing();
12616
12617
    // Set output flags for user application
12618
59.7k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12619
59.7k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12620
12621
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12622
59.7k
    NavUpdateCancelRequest();
12623
12624
    // Process manual activation request
12625
59.7k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12626
59.7k
    g.NavActivateFlags = ImGuiActivateFlags_None;
12627
59.7k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12628
10.0k
    {
12629
10.0k
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
12630
10.0k
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
12631
10.0k
        const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None));
12632
10.0k
        const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)));
12633
10.0k
        if (g.ActiveId == 0 && activate_pressed)
12634
22
        {
12635
22
            g.NavActivateId = g.NavId;
12636
22
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12637
22
        }
12638
10.0k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12639
53
        {
12640
53
            g.NavActivateId = g.NavId;
12641
53
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12642
53
        }
12643
10.0k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12644
420
            g.NavActivateDownId = g.NavId;
12645
10.0k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12646
75
        {
12647
75
            g.NavActivatePressedId = g.NavId;
12648
75
            NavHighlightActivated(g.NavId);
12649
75
        }
12650
10.0k
    }
12651
59.7k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12652
0
        g.NavDisableHighlight = true;
12653
59.7k
    if (g.NavActivateId != 0)
12654
59.7k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12655
12656
    // Highlight
12657
59.7k
    if (g.NavHighlightActivatedTimer > 0.0f)
12658
502
        g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime);
12659
59.7k
    if (g.NavHighlightActivatedTimer == 0.0f)
12660
59.3k
        g.NavHighlightActivatedId = 0;
12661
12662
    // Process programmatic activation request
12663
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12664
59.7k
    if (g.NavNextActivateId != 0)
12665
0
    {
12666
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12667
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12668
0
    }
12669
59.7k
    g.NavNextActivateId = 0;
12670
12671
    // Process move requests
12672
59.7k
    NavUpdateCreateMoveRequest();
12673
59.7k
    if (g.NavMoveDir == ImGuiDir_None)
12674
57.3k
        NavUpdateCreateTabbingRequest();
12675
59.7k
    NavUpdateAnyRequestFlag();
12676
59.7k
    g.NavIdIsAlive = false;
12677
12678
    // Scrolling
12679
59.7k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12680
31.1k
    {
12681
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12682
31.1k
        ImGuiWindow* window = g.NavWindow;
12683
31.1k
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12684
31.1k
        const ImGuiDir move_dir = g.NavMoveDir;
12685
31.1k
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12686
1.60k
        {
12687
1.60k
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12688
265
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12689
1.60k
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12690
1.34k
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12691
1.60k
        }
12692
12693
        // *Normal* Manual scroll with LStick
12694
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12695
31.1k
        if (nav_gamepad_active)
12696
0
        {
12697
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12698
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12699
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12700
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12701
0
            if (scroll_dir.y != 0.0f)
12702
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12703
0
        }
12704
31.1k
    }
12705
12706
    // Always prioritize mouse highlight if navigation is disabled
12707
59.7k
    if (!nav_keyboard_active && !nav_gamepad_active)
12708
0
    {
12709
0
        g.NavDisableHighlight = true;
12710
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12711
0
    }
12712
12713
    // Update mouse position if requested
12714
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12715
59.7k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12716
0
        TeleportMousePos(NavCalcPreferredRefPos());
12717
12718
    // [DEBUG]
12719
59.7k
    g.NavScoringDebugCount = 0;
12720
#if IMGUI_DEBUG_NAV_RECTS
12721
    if (ImGuiWindow* debug_window = g.NavWindow)
12722
    {
12723
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12724
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12725
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12726
    }
12727
#endif
12728
59.7k
}
12729
12730
void ImGui::NavInitRequestApplyResult()
12731
151
{
12732
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12733
151
    ImGuiContext& g = *GImGui;
12734
151
    if (!g.NavWindow)
12735
20
        return;
12736
12737
131
    ImGuiNavItemData* result = &g.NavInitResult;
12738
131
    if (g.NavId != result->ID)
12739
55
    {
12740
55
        g.NavJustMovedToId = result->ID;
12741
55
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12742
55
        g.NavJustMovedToKeyMods = 0;
12743
55
    }
12744
12745
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12746
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12747
131
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12748
131
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12749
131
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12750
131
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12751
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12752
131
    if (g.NavInitRequestFromMove)
12753
23
        NavRestoreHighlightAfterMove();
12754
131
}
12755
12756
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12757
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12758
2.36k
{
12759
    // Bias initial rect
12760
2.36k
    ImGuiContext& g = *GImGui;
12761
2.36k
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12762
12763
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12764
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12765
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12766
2.36k
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12767
2.36k
    {
12768
2.36k
        if (preferred_pos_rel.x == FLT_MAX)
12769
673
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12770
2.36k
        if (preferred_pos_rel.y == FLT_MAX)
12771
1.72k
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12772
2.36k
    }
12773
12774
    // Apply general bias on the other axis
12775
2.36k
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12776
1.94k
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12777
417
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12778
417
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12779
2.36k
}
12780
12781
void ImGui::NavUpdateCreateMoveRequest()
12782
59.7k
{
12783
59.7k
    ImGuiContext& g = *GImGui;
12784
59.7k
    ImGuiIO& io = g.IO;
12785
59.7k
    ImGuiWindow* window = g.NavWindow;
12786
59.7k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12787
59.7k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12788
12789
59.7k
    if (g.NavMoveForwardToNextFrame && window != NULL)
12790
0
    {
12791
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12792
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12793
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12794
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12795
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12796
0
    }
12797
59.7k
    else
12798
59.7k
    {
12799
        // Initiate directional inputs request
12800
59.7k
        g.NavMoveDir = ImGuiDir_None;
12801
59.7k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12802
59.7k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12803
59.7k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12804
31.1k
        {
12805
31.1k
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
12806
31.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12807
31.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12808
31.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12809
31.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12810
31.1k
        }
12811
59.7k
        g.NavMoveClipDir = g.NavMoveDir;
12812
59.7k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12813
59.7k
    }
12814
12815
    // Update PageUp/PageDown/Home/End scroll
12816
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12817
59.7k
    float scoring_rect_offset_y = 0.0f;
12818
59.7k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12819
29.3k
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12820
59.7k
    if (scoring_rect_offset_y != 0.0f)
12821
350
    {
12822
350
        g.NavScoringNoClipRect = window->InnerRect;
12823
350
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12824
350
    }
12825
12826
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12827
#if IMGUI_DEBUG_NAV_SCORING
12828
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12829
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12830
    if (io.KeyCtrl)
12831
    {
12832
        if (g.NavMoveDir == ImGuiDir_None)
12833
            g.NavMoveDir = g.NavMoveDirForDebug;
12834
        g.NavMoveClipDir = g.NavMoveDir;
12835
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12836
    }
12837
#endif
12838
12839
    // Submit
12840
59.7k
    g.NavMoveForwardToNextFrame = false;
12841
59.7k
    if (g.NavMoveDir != ImGuiDir_None)
12842
2.36k
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12843
12844
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12845
59.7k
    if (g.NavMoveSubmitted && g.NavId == 0)
12846
1.79k
    {
12847
1.79k
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12848
1.79k
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12849
1.79k
        g.NavInitResult.ID = 0;
12850
1.79k
        g.NavDisableHighlight = false;
12851
1.79k
    }
12852
12853
    // When using gamepad, we project the reference nav bounding box into window visible area.
12854
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12855
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12856
59.7k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12857
0
    {
12858
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12859
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12860
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12861
12862
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12863
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12864
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12865
12866
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12867
0
        {
12868
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12869
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12870
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12871
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12872
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12873
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12874
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12875
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12876
0
            g.NavId = 0;
12877
0
        }
12878
0
    }
12879
12880
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12881
59.7k
    ImRect scoring_rect;
12882
59.7k
    if (window != NULL)
12883
31.1k
    {
12884
31.1k
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12885
31.1k
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12886
31.1k
        scoring_rect.TranslateY(scoring_rect_offset_y);
12887
31.1k
        if (g.NavMoveSubmitted)
12888
2.36k
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12889
31.1k
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12890
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12891
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12892
31.1k
    }
12893
59.7k
    g.NavScoringRect = scoring_rect;
12894
59.7k
    g.NavScoringNoClipRect.Add(scoring_rect);
12895
59.7k
}
12896
12897
void ImGui::NavUpdateCreateTabbingRequest()
12898
57.3k
{
12899
57.3k
    ImGuiContext& g = *GImGui;
12900
57.3k
    ImGuiWindow* window = g.NavWindow;
12901
57.3k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12902
57.3k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12903
28.5k
        return;
12904
12905
28.8k
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12906
28.8k
    if (!tab_pressed)
12907
27.4k
        return;
12908
12909
    // Initiate tabbing request
12910
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12911
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12912
1.33k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12913
1.33k
    if (nav_keyboard_active)
12914
1.33k
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12915
0
    else
12916
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12917
1.33k
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12918
1.33k
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12919
1.33k
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12920
1.33k
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12921
1.33k
    g.NavTabbingCounter = -1;
12922
1.33k
}
12923
12924
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12925
void ImGui::NavMoveRequestApplyResult()
12926
3.52k
{
12927
3.52k
    ImGuiContext& g = *GImGui;
12928
#if IMGUI_DEBUG_NAV_SCORING
12929
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12930
        return;
12931
#endif
12932
12933
    // Select which result to use
12934
3.52k
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12935
12936
    // Tabbing forward wrap
12937
3.52k
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12938
1.28k
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12939
89
            result = &g.NavTabbingResultFirst;
12940
12941
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12942
3.52k
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12943
3.52k
    if (result == NULL)
12944
3.10k
    {
12945
3.10k
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12946
1.19k
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12947
3.10k
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12948
229
            NavRestoreHighlightAfterMove();
12949
3.10k
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12950
3.10k
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12951
3.10k
        return;
12952
3.10k
    }
12953
12954
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12955
417
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12956
236
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12957
0
            result = &g.NavMoveResultLocalVisible;
12958
12959
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12960
417
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12961
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12962
0
            result = &g.NavMoveResultOther;
12963
417
    IM_ASSERT(g.NavWindow && result->Window);
12964
12965
    // Scroll to keep newly navigated item fully into view.
12966
417
    if (g.NavLayer == ImGuiNavLayer_Main)
12967
417
    {
12968
417
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12969
417
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12970
12971
417
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12972
76
        {
12973
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12974
76
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12975
76
            SetScrollY(result->Window, scroll_target);
12976
76
        }
12977
417
    }
12978
12979
417
    if (g.NavWindow != result->Window)
12980
0
    {
12981
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12982
0
        g.NavWindow = result->Window;
12983
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12984
0
    }
12985
12986
    // FIXME: Could become optional e.g. ImGuiNavMoveFlags_NoClearActiveId if we later want to apply navigation requests without altering active input.
12987
417
    if (g.ActiveId != result->ID)
12988
417
        ClearActiveID();
12989
12990
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12991
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12992
417
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12993
236
    {
12994
236
        g.NavJustMovedToId = result->ID;
12995
236
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12996
236
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12997
236
    }
12998
12999
    // Apply new NavID/Focus
13000
417
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
13001
417
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
13002
417
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
13003
417
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
13004
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
13005
13006
    // Restore last preferred position for current axis
13007
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
13008
417
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
13009
328
    {
13010
328
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
13011
328
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
13012
328
    }
13013
13014
    // Tabbing: Activates Inputable, otherwise only Focus
13015
417
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
13016
89
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
13017
13018
    // Activate
13019
417
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
13020
0
    {
13021
0
        g.NavNextActivateId = result->ID;
13022
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
13023
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
13024
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
13025
0
    }
13026
13027
    // Enable nav highlight
13028
417
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
13029
417
        NavRestoreHighlightAfterMove();
13030
417
}
13031
13032
// Process NavCancel input (to close a popup, get back to parent, clear focus)
13033
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
13034
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
13035
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
13036
static void ImGui::NavUpdateCancelRequest()
13037
59.7k
{
13038
59.7k
    ImGuiContext& g = *GImGui;
13039
59.7k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13040
59.7k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13041
59.7k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
13042
58.8k
        return;
13043
13044
937
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
13045
937
    if (g.ActiveId != 0)
13046
28
    {
13047
28
        ClearActiveID();
13048
28
    }
13049
909
    else if (g.NavLayer != ImGuiNavLayer_Main)
13050
0
    {
13051
        // Leave the "menu" layer
13052
0
        NavRestoreLayer(ImGuiNavLayer_Main);
13053
0
        NavRestoreHighlightAfterMove();
13054
0
    }
13055
909
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
13056
319
    {
13057
        // Exit child window
13058
319
        ImGuiWindow* child_window = g.NavWindow->RootWindowForNav;
13059
319
        ImGuiWindow* parent_window = child_window->ParentWindow;
13060
319
        IM_ASSERT(child_window->ChildId != 0);
13061
319
        FocusWindow(parent_window);
13062
319
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
13063
319
        NavRestoreHighlightAfterMove();
13064
319
    }
13065
590
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
13066
0
    {
13067
        // Close open popup/menu
13068
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
13069
0
    }
13070
590
    else
13071
590
    {
13072
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
13073
590
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
13074
224
            g.NavWindow->NavLastIds[0] = 0;
13075
590
        g.NavId = 0;
13076
590
    }
13077
937
}
13078
13079
// Handle PageUp/PageDown/Home/End keys
13080
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
13081
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
13082
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
13083
static float ImGui::NavUpdatePageUpPageDown()
13084
29.3k
{
13085
29.3k
    ImGuiContext& g = *GImGui;
13086
29.3k
    ImGuiWindow* window = g.NavWindow;
13087
29.3k
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
13088
0
        return 0.0f;
13089
13090
29.3k
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
13091
29.3k
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
13092
29.3k
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
13093
29.3k
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
13094
29.3k
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
13095
26.0k
        return 0.0f;
13096
13097
3.26k
    if (g.NavLayer != ImGuiNavLayer_Main)
13098
0
        NavRestoreLayer(ImGuiNavLayer_Main);
13099
13100
3.26k
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
13101
1.46k
    {
13102
        // Fallback manual-scroll when window has no navigable item
13103
1.46k
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
13104
57
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
13105
1.41k
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
13106
216
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
13107
1.19k
        else if (home_pressed)
13108
97
            SetScrollY(window, 0.0f);
13109
1.09k
        else if (end_pressed)
13110
104
            SetScrollY(window, window->ScrollMax.y);
13111
1.46k
    }
13112
1.80k
    else
13113
1.80k
    {
13114
1.80k
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
13115
1.80k
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
13116
1.80k
        float nav_scoring_rect_offset_y = 0.0f;
13117
1.80k
        if (IsKeyPressed(ImGuiKey_PageUp, true))
13118
20
        {
13119
20
            nav_scoring_rect_offset_y = -page_offset_y;
13120
20
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
13121
20
            g.NavMoveClipDir = ImGuiDir_Up;
13122
20
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
13123
20
        }
13124
1.78k
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
13125
331
        {
13126
331
            nav_scoring_rect_offset_y = +page_offset_y;
13127
331
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
13128
331
            g.NavMoveClipDir = ImGuiDir_Down;
13129
331
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
13130
331
        }
13131
1.45k
        else if (home_pressed)
13132
78
        {
13133
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
13134
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
13135
            // Preserve current horizontal position if we have any.
13136
78
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
13137
78
            if (nav_rect_rel.IsInverted())
13138
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
13139
78
            g.NavMoveDir = ImGuiDir_Down;
13140
78
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
13141
            // FIXME-NAV: MoveClipDir left to _None, intentional?
13142
78
        }
13143
1.37k
        else if (end_pressed)
13144
54
        {
13145
54
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
13146
54
            if (nav_rect_rel.IsInverted())
13147
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
13148
54
            g.NavMoveDir = ImGuiDir_Up;
13149
54
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
13150
            // FIXME-NAV: MoveClipDir left to _None, intentional?
13151
54
        }
13152
1.80k
        return nav_scoring_rect_offset_y;
13153
1.80k
    }
13154
1.46k
    return 0.0f;
13155
3.26k
}
13156
13157
static void ImGui::NavEndFrame()
13158
59.7k
{
13159
59.7k
    ImGuiContext& g = *GImGui;
13160
13161
    // Show CTRL+TAB list window
13162
59.7k
    if (g.NavWindowingTarget != NULL)
13163
0
        NavUpdateWindowingOverlay();
13164
13165
    // Perform wrap-around in menus
13166
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
13167
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
13168
59.7k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
13169
0
        NavUpdateCreateWrappingRequest();
13170
59.7k
}
13171
13172
static void ImGui::NavUpdateCreateWrappingRequest()
13173
0
{
13174
0
    ImGuiContext& g = *GImGui;
13175
0
    ImGuiWindow* window = g.NavWindow;
13176
13177
0
    bool do_forward = false;
13178
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
13179
0
    ImGuiDir clip_dir = g.NavMoveDir;
13180
13181
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
13182
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
13183
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
13184
0
    {
13185
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
13186
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
13187
0
        {
13188
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
13189
0
            clip_dir = ImGuiDir_Up;
13190
0
        }
13191
0
        do_forward = true;
13192
0
    }
13193
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
13194
0
    {
13195
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
13196
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
13197
0
        {
13198
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
13199
0
            clip_dir = ImGuiDir_Down;
13200
0
        }
13201
0
        do_forward = true;
13202
0
    }
13203
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
13204
0
    {
13205
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
13206
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
13207
0
        {
13208
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
13209
0
            clip_dir = ImGuiDir_Left;
13210
0
        }
13211
0
        do_forward = true;
13212
0
    }
13213
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
13214
0
    {
13215
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
13216
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
13217
0
        {
13218
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
13219
0
            clip_dir = ImGuiDir_Right;
13220
0
        }
13221
0
        do_forward = true;
13222
0
    }
13223
0
    if (!do_forward)
13224
0
        return;
13225
0
    window->NavRectRel[g.NavLayer] = bb_rel;
13226
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
13227
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
13228
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
13229
0
}
13230
13231
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
13232
0
{
13233
0
    ImGuiContext& g = *GImGui;
13234
0
    IM_UNUSED(g);
13235
0
    int order = window->FocusOrder;
13236
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
13237
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
13238
0
    return order;
13239
0
}
13240
13241
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
13242
0
{
13243
0
    ImGuiContext& g = *GImGui;
13244
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
13245
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
13246
0
            return g.WindowsFocusOrder[i];
13247
0
    return NULL;
13248
0
}
13249
13250
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
13251
0
{
13252
0
    ImGuiContext& g = *GImGui;
13253
0
    IM_ASSERT(g.NavWindowingTarget);
13254
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
13255
0
        return;
13256
13257
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
13258
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
13259
0
    if (!window_target)
13260
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
13261
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
13262
0
    {
13263
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
13264
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13265
0
    }
13266
0
    g.NavWindowingToggleLayer = false;
13267
0
}
13268
13269
// Windowing management mode
13270
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
13271
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
13272
static void ImGui::NavUpdateWindowing()
13273
59.7k
{
13274
59.7k
    ImGuiContext& g = *GImGui;
13275
59.7k
    ImGuiIO& io = g.IO;
13276
13277
59.7k
    ImGuiWindow* apply_focus_window = NULL;
13278
59.7k
    bool apply_toggle_layer = false;
13279
13280
59.7k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
13281
59.7k
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
13282
59.7k
    if (!allow_windowing)
13283
0
        g.NavWindowingTarget = NULL;
13284
13285
    // Fade out
13286
59.7k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
13287
0
    {
13288
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
13289
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
13290
0
            g.NavWindowingTargetAnim = NULL;
13291
0
    }
13292
13293
    // Start CTRL+Tab or Square+L/R window selection
13294
    // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
13295
59.7k
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
13296
59.7k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13297
59.7k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13298
59.7k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13299
59.7k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13300
59.7k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
13301
59.7k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
13302
59.7k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
13303
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
13304
0
        {
13305
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
13306
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
13307
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13308
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
13309
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
13310
13311
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
13312
0
            if (keyboard_next_window || keyboard_prev_window)
13313
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
13314
0
        }
13315
13316
    // Gamepad update
13317
59.7k
    g.NavWindowingTimer += io.DeltaTime;
13318
59.7k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
13319
0
    {
13320
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
13321
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
13322
13323
        // Select window to focus
13324
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
13325
0
        if (focus_change_dir != 0)
13326
0
        {
13327
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
13328
0
            g.NavWindowingHighlightAlpha = 1.0f;
13329
0
        }
13330
13331
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
13332
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
13333
0
        {
13334
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
13335
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
13336
0
                apply_toggle_layer = true;
13337
0
            else if (!g.NavWindowingToggleLayer)
13338
0
                apply_focus_window = g.NavWindowingTarget;
13339
0
            g.NavWindowingTarget = NULL;
13340
0
        }
13341
0
    }
13342
13343
    // Keyboard: Focus
13344
59.7k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13345
0
    {
13346
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13347
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13348
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13349
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13350
0
        if (keyboard_next_window || keyboard_prev_window)
13351
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13352
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13353
0
            apply_focus_window = g.NavWindowingTarget;
13354
0
    }
13355
13356
    // Keyboard: Press and Release ALT to toggle menu layer
13357
59.7k
    const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
13358
59.7k
    for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
13359
119k
        if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None))
13360
608
        {
13361
608
            g.NavWindowingToggleLayer = true;
13362
608
            g.NavWindowingToggleKey = windowing_toggle_key;
13363
608
            g.NavInputSource = ImGuiInputSource_Keyboard;
13364
608
            break;
13365
608
        }
13366
59.7k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13367
1.76k
    {
13368
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13369
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13370
        // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl).
13371
        // We cancel toggling nav layer if an owner has claimed the key.
13372
1.76k
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
13373
72
            g.NavWindowingToggleLayer = false;
13374
1.76k
        if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13375
0
            g.NavWindowingToggleLayer = false;
13376
13377
        // Apply layer toggle on Alt release
13378
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13379
1.76k
        if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer)
13380
332
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13381
332
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13382
331
                    apply_toggle_layer = true;
13383
1.76k
        if (!IsKeyDown(g.NavWindowingToggleKey))
13384
517
            g.NavWindowingToggleLayer = false;
13385
1.76k
    }
13386
13387
    // Move window
13388
59.7k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13389
0
    {
13390
0
        ImVec2 nav_move_dir;
13391
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13392
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13393
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13394
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13395
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13396
0
        {
13397
0
            const float NAV_MOVE_SPEED = 800.0f;
13398
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13399
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13400
0
            g.NavDisableMouseHover = true;
13401
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13402
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13403
0
            {
13404
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13405
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13406
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13407
0
            }
13408
0
        }
13409
0
    }
13410
13411
    // Apply final focus
13412
59.7k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13413
0
    {
13414
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13415
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13416
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13417
0
        ClearActiveID();
13418
0
        NavRestoreHighlightAfterMove();
13419
0
        ClosePopupsOverWindow(apply_focus_window, false);
13420
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13421
0
        apply_focus_window = g.NavWindow;
13422
0
        if (apply_focus_window->NavLastIds[0] == 0)
13423
0
            NavInitWindow(apply_focus_window, false);
13424
13425
        // If the window has ONLY a menu layer (no main layer), select it directly
13426
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13427
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13428
        // the target window as already been previewed once.
13429
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13430
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13431
        // won't be valid.
13432
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13433
0
            g.NavLayer = ImGuiNavLayer_Menu;
13434
13435
        // Request OS level focus
13436
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13437
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13438
0
    }
13439
59.7k
    if (apply_focus_window)
13440
0
        g.NavWindowingTarget = NULL;
13441
13442
    // Apply menu/layer toggle
13443
59.7k
    if (apply_toggle_layer && g.NavWindow)
13444
124
    {
13445
124
        ClearActiveID();
13446
13447
        // Move to parent menu if necessary
13448
124
        ImGuiWindow* new_nav_window = g.NavWindow;
13449
248
        while (new_nav_window->ParentWindow
13450
248
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13451
248
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13452
248
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13453
124
            new_nav_window = new_nav_window->ParentWindow;
13454
124
        if (new_nav_window != g.NavWindow)
13455
124
        {
13456
124
            ImGuiWindow* old_nav_window = g.NavWindow;
13457
124
            FocusWindow(new_nav_window);
13458
124
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13459
124
        }
13460
13461
        // Toggle layer
13462
124
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13463
124
        if (new_nav_layer != g.NavLayer)
13464
124
        {
13465
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13466
124
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13467
124
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13468
124
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13469
124
            NavRestoreLayer(new_nav_layer);
13470
124
            NavRestoreHighlightAfterMove();
13471
124
        }
13472
124
    }
13473
59.7k
}
13474
13475
// Window has already passed the IsWindowNavFocusable()
13476
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13477
0
{
13478
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13479
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13480
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13481
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13482
0
    if (window->DockNodeAsHost)
13483
0
        return "(Dock node)"; // Not normally shown to user.
13484
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13485
0
}
13486
13487
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13488
void ImGui::NavUpdateWindowingOverlay()
13489
0
{
13490
0
    ImGuiContext& g = *GImGui;
13491
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13492
13493
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13494
0
        return;
13495
13496
0
    if (g.NavWindowingListWindow == NULL)
13497
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13498
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13499
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13500
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13501
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13502
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13503
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13504
0
    {
13505
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13506
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13507
0
        if (!IsWindowNavFocusable(window))
13508
0
            continue;
13509
0
        const char* label = window->Name;
13510
0
        if (label == FindRenderedTextEnd(label))
13511
0
            label = GetFallbackWindowNameForWindowingList(window);
13512
0
        Selectable(label, g.NavWindowingTarget == window);
13513
0
    }
13514
0
    End();
13515
0
    PopStyleVar();
13516
0
}
13517
13518
13519
//-----------------------------------------------------------------------------
13520
// [SECTION] DRAG AND DROP
13521
//-----------------------------------------------------------------------------
13522
13523
bool ImGui::IsDragDropActive()
13524
0
{
13525
0
    ImGuiContext& g = *GImGui;
13526
0
    return g.DragDropActive;
13527
0
}
13528
13529
void ImGui::ClearDragDrop()
13530
2
{
13531
2
    ImGuiContext& g = *GImGui;
13532
2
    g.DragDropActive = false;
13533
2
    g.DragDropPayload.Clear();
13534
2
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13535
2
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13536
2
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13537
2
    g.DragDropAcceptFrameCount = -1;
13538
13539
2
    g.DragDropPayloadBufHeap.clear();
13540
2
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13541
2
}
13542
13543
bool ImGui::BeginTooltipHidden()
13544
0
{
13545
0
    ImGuiContext& g = *GImGui;
13546
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13547
0
    SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow);
13548
0
    return ret;
13549
0
}
13550
13551
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13552
// If the item has an identifier:
13553
// - This assume/require the item to be activated (typically via ButtonBehavior).
13554
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13555
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13556
// If the item has no identifier:
13557
// - Currently always assume left mouse button.
13558
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13559
25
{
13560
25
    ImGuiContext& g = *GImGui;
13561
25
    ImGuiWindow* window = g.CurrentWindow;
13562
13563
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13564
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13565
25
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13566
13567
25
    bool source_drag_active = false;
13568
25
    ImGuiID source_id = 0;
13569
25
    ImGuiID source_parent_id = 0;
13570
25
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13571
25
    {
13572
25
        source_id = g.LastItemData.ID;
13573
25
        if (source_id != 0)
13574
25
        {
13575
            // Common path: items with ID
13576
25
            if (g.ActiveId != source_id)
13577
0
                return false;
13578
25
            if (g.ActiveIdMouseButton != -1)
13579
0
                mouse_button = g.ActiveIdMouseButton;
13580
25
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13581
0
                return false;
13582
25
            g.ActiveIdAllowOverlap = false;
13583
25
        }
13584
0
        else
13585
0
        {
13586
            // Uncommon path: items without ID
13587
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13588
0
                return false;
13589
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13590
0
                return false;
13591
13592
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13593
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13594
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13595
0
            {
13596
0
                IM_ASSERT(0);
13597
0
                return false;
13598
0
            }
13599
13600
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13601
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13602
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13603
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13604
            // Rely on keeping other window->LastItemXXX fields intact.
13605
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13606
0
            KeepAliveID(source_id);
13607
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13608
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13609
0
            {
13610
0
                SetActiveID(source_id, window);
13611
0
                FocusWindow(window);
13612
0
            }
13613
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13614
0
                g.ActiveIdAllowOverlap = is_hovered;
13615
0
        }
13616
25
        if (g.ActiveId != source_id)
13617
0
            return false;
13618
25
        source_parent_id = window->IDStack.back();
13619
25
        source_drag_active = IsMouseDragging(mouse_button);
13620
13621
        // Disable navigation and key inputs while dragging + cancel existing request if any
13622
25
        SetActiveIdUsingAllKeyboardKeys();
13623
25
    }
13624
0
    else
13625
0
    {
13626
0
        window = NULL;
13627
0
        source_id = ImHashStr("#SourceExtern");
13628
0
        source_drag_active = true;
13629
0
    }
13630
13631
25
    if (source_drag_active)
13632
3
    {
13633
3
        if (!g.DragDropActive)
13634
1
        {
13635
1
            IM_ASSERT(source_id != 0);
13636
1
            ClearDragDrop();
13637
1
            ImGuiPayload& payload = g.DragDropPayload;
13638
1
            payload.SourceId = source_id;
13639
1
            payload.SourceParentId = source_parent_id;
13640
1
            g.DragDropActive = true;
13641
1
            g.DragDropSourceFlags = flags;
13642
1
            g.DragDropMouseButton = mouse_button;
13643
1
            if (payload.SourceId == g.ActiveId)
13644
1
                g.ActiveIdNoClearOnFocusLoss = true;
13645
1
        }
13646
3
        g.DragDropSourceFrameCount = g.FrameCount;
13647
3
        g.DragDropWithinSource = true;
13648
13649
3
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13650
0
        {
13651
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13652
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13653
0
            bool ret;
13654
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13655
0
                ret = BeginTooltipHidden();
13656
0
            else
13657
0
                ret = BeginTooltip();
13658
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13659
0
            IM_UNUSED(ret);
13660
0
        }
13661
13662
3
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13663
3
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13664
13665
3
        return true;
13666
3
    }
13667
22
    return false;
13668
25
}
13669
13670
void ImGui::EndDragDropSource()
13671
3
{
13672
3
    ImGuiContext& g = *GImGui;
13673
3
    IM_ASSERT(g.DragDropActive);
13674
3
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13675
13676
3
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13677
0
        EndTooltip();
13678
13679
    // Discard the drag if have not called SetDragDropPayload()
13680
3
    if (g.DragDropPayload.DataFrameCount == -1)
13681
0
        ClearDragDrop();
13682
3
    g.DragDropWithinSource = false;
13683
3
}
13684
13685
// Use 'cond' to choose to submit payload on drag start or every frame
13686
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13687
3
{
13688
3
    ImGuiContext& g = *GImGui;
13689
3
    ImGuiPayload& payload = g.DragDropPayload;
13690
3
    if (cond == 0)
13691
3
        cond = ImGuiCond_Always;
13692
13693
3
    IM_ASSERT(type != NULL);
13694
3
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13695
3
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13696
3
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13697
3
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13698
13699
3
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13700
3
    {
13701
        // Copy payload
13702
3
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13703
3
        g.DragDropPayloadBufHeap.resize(0);
13704
3
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13705
0
        {
13706
            // Store in heap
13707
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13708
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13709
0
            memcpy(payload.Data, data, data_size);
13710
0
        }
13711
3
        else if (data_size > 0)
13712
3
        {
13713
            // Store locally
13714
3
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13715
3
            payload.Data = g.DragDropPayloadBufLocal;
13716
3
            memcpy(payload.Data, data, data_size);
13717
3
        }
13718
0
        else
13719
0
        {
13720
0
            payload.Data = NULL;
13721
0
        }
13722
3
        payload.DataSize = (int)data_size;
13723
3
    }
13724
3
    payload.DataFrameCount = g.FrameCount;
13725
13726
    // Return whether the payload has been accepted
13727
3
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13728
3
}
13729
13730
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13731
6
{
13732
6
    ImGuiContext& g = *GImGui;
13733
6
    if (!g.DragDropActive)
13734
0
        return false;
13735
13736
6
    ImGuiWindow* window = g.CurrentWindow;
13737
6
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13738
6
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13739
6
        return false;
13740
0
    IM_ASSERT(id != 0);
13741
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13742
0
        return false;
13743
0
    if (window->SkipItems)
13744
0
        return false;
13745
13746
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13747
0
    g.DragDropTargetRect = bb;
13748
0
    g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
13749
0
    g.DragDropTargetId = id;
13750
0
    g.DragDropWithinTarget = true;
13751
0
    return true;
13752
0
}
13753
13754
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13755
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13756
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13757
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13758
bool ImGui::BeginDragDropTarget()
13759
0
{
13760
0
    ImGuiContext& g = *GImGui;
13761
0
    if (!g.DragDropActive)
13762
0
        return false;
13763
13764
0
    ImGuiWindow* window = g.CurrentWindow;
13765
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13766
0
        return false;
13767
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13768
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13769
0
        return false;
13770
13771
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13772
0
    ImGuiID id = g.LastItemData.ID;
13773
0
    if (id == 0)
13774
0
    {
13775
0
        id = window->GetIDFromRectangle(display_rect);
13776
0
        KeepAliveID(id);
13777
0
    }
13778
0
    if (g.DragDropPayload.SourceId == id)
13779
0
        return false;
13780
13781
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13782
0
    g.DragDropTargetRect = display_rect;
13783
0
    g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
13784
0
    g.DragDropTargetId = id;
13785
0
    g.DragDropWithinTarget = true;
13786
0
    return true;
13787
0
}
13788
13789
bool ImGui::IsDragDropPayloadBeingAccepted()
13790
46
{
13791
46
    ImGuiContext& g = *GImGui;
13792
46
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13793
46
}
13794
13795
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13796
0
{
13797
0
    ImGuiContext& g = *GImGui;
13798
0
    ImGuiPayload& payload = g.DragDropPayload;
13799
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13800
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13801
0
    if (type != NULL && !payload.IsDataType(type))
13802
0
        return NULL;
13803
13804
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13805
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13806
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13807
0
    ImRect r = g.DragDropTargetRect;
13808
0
    float r_surface = r.GetWidth() * r.GetHeight();
13809
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13810
0
        return NULL;
13811
13812
0
    g.DragDropAcceptFlags = flags;
13813
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13814
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13815
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13816
13817
    // Render default drop visuals
13818
0
    payload.Preview = was_accepted_previously;
13819
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13820
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13821
0
        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
13822
13823
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13824
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13825
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13826
0
        return NULL;
13827
13828
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13829
0
    return &payload;
13830
0
}
13831
13832
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13833
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
13834
0
{
13835
0
    ImGuiContext& g = *GImGui;
13836
0
    ImGuiWindow* window = g.CurrentWindow;
13837
0
    ImRect bb_display = bb;
13838
0
    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13839
0
    bb_display.Expand(3.5f);
13840
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13841
0
    if (push_clip_rect)
13842
0
        window->DrawList->PushClipRectFullScreen();
13843
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13844
0
    if (push_clip_rect)
13845
0
        window->DrawList->PopClipRect();
13846
0
}
13847
13848
const ImGuiPayload* ImGui::GetDragDropPayload()
13849
0
{
13850
0
    ImGuiContext& g = *GImGui;
13851
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13852
0
}
13853
13854
void ImGui::EndDragDropTarget()
13855
0
{
13856
0
    ImGuiContext& g = *GImGui;
13857
0
    IM_ASSERT(g.DragDropActive);
13858
0
    IM_ASSERT(g.DragDropWithinTarget);
13859
0
    g.DragDropWithinTarget = false;
13860
13861
    // Clear drag and drop state payload right after delivery
13862
0
    if (g.DragDropPayload.Delivery)
13863
0
        ClearDragDrop();
13864
0
}
13865
13866
//-----------------------------------------------------------------------------
13867
// [SECTION] LOGGING/CAPTURING
13868
//-----------------------------------------------------------------------------
13869
// All text output from the interface can be captured into tty/file/clipboard.
13870
// By default, tree nodes are automatically opened during logging.
13871
//-----------------------------------------------------------------------------
13872
13873
// Pass text data straight to log (without being displayed)
13874
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13875
0
{
13876
0
    if (g.LogFile)
13877
0
    {
13878
0
        g.LogBuffer.Buf.resize(0);
13879
0
        g.LogBuffer.appendfv(fmt, args);
13880
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13881
0
    }
13882
0
    else
13883
0
    {
13884
0
        g.LogBuffer.appendfv(fmt, args);
13885
0
    }
13886
0
}
13887
13888
void ImGui::LogText(const char* fmt, ...)
13889
0
{
13890
0
    ImGuiContext& g = *GImGui;
13891
0
    if (!g.LogEnabled)
13892
0
        return;
13893
13894
0
    va_list args;
13895
0
    va_start(args, fmt);
13896
0
    LogTextV(g, fmt, args);
13897
0
    va_end(args);
13898
0
}
13899
13900
void ImGui::LogTextV(const char* fmt, va_list args)
13901
0
{
13902
0
    ImGuiContext& g = *GImGui;
13903
0
    if (!g.LogEnabled)
13904
0
        return;
13905
13906
0
    LogTextV(g, fmt, args);
13907
0
}
13908
13909
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13910
// We split text into individual lines to add current tree level padding
13911
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13912
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13913
0
{
13914
0
    ImGuiContext& g = *GImGui;
13915
0
    ImGuiWindow* window = g.CurrentWindow;
13916
13917
0
    const char* prefix = g.LogNextPrefix;
13918
0
    const char* suffix = g.LogNextSuffix;
13919
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13920
13921
0
    if (!text_end)
13922
0
        text_end = FindRenderedTextEnd(text, text_end);
13923
13924
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13925
0
    if (ref_pos)
13926
0
        g.LogLinePosY = ref_pos->y;
13927
0
    if (log_new_line)
13928
0
    {
13929
0
        LogText(IM_NEWLINE);
13930
0
        g.LogLineFirstItem = true;
13931
0
    }
13932
13933
0
    if (prefix)
13934
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13935
13936
    // Re-adjust padding if we have popped out of our starting depth
13937
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13938
0
        g.LogDepthRef = window->DC.TreeDepth;
13939
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13940
13941
0
    const char* text_remaining = text;
13942
0
    for (;;)
13943
0
    {
13944
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13945
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13946
0
        const char* line_start = text_remaining;
13947
0
        const char* line_end = ImStreolRange(line_start, text_end);
13948
0
        const bool is_last_line = (line_end == text_end);
13949
0
        if (line_start != line_end || !is_last_line)
13950
0
        {
13951
0
            const int line_length = (int)(line_end - line_start);
13952
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13953
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13954
0
            g.LogLineFirstItem = false;
13955
0
            if (*line_end == '\n')
13956
0
            {
13957
0
                LogText(IM_NEWLINE);
13958
0
                g.LogLineFirstItem = true;
13959
0
            }
13960
0
        }
13961
0
        if (is_last_line)
13962
0
            break;
13963
0
        text_remaining = line_end + 1;
13964
0
    }
13965
13966
0
    if (suffix)
13967
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13968
0
}
13969
13970
// Start logging/capturing text output
13971
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13972
0
{
13973
0
    ImGuiContext& g = *GImGui;
13974
0
    ImGuiWindow* window = g.CurrentWindow;
13975
0
    IM_ASSERT(g.LogEnabled == false);
13976
0
    IM_ASSERT(g.LogFile == NULL);
13977
0
    IM_ASSERT(g.LogBuffer.empty());
13978
0
    g.LogEnabled = true;
13979
0
    g.LogType = type;
13980
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13981
0
    g.LogDepthRef = window->DC.TreeDepth;
13982
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13983
0
    g.LogLinePosY = FLT_MAX;
13984
0
    g.LogLineFirstItem = true;
13985
0
}
13986
13987
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13988
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13989
0
{
13990
0
    ImGuiContext& g = *GImGui;
13991
0
    g.LogNextPrefix = prefix;
13992
0
    g.LogNextSuffix = suffix;
13993
0
}
13994
13995
void ImGui::LogToTTY(int auto_open_depth)
13996
0
{
13997
0
    ImGuiContext& g = *GImGui;
13998
0
    if (g.LogEnabled)
13999
0
        return;
14000
0
    IM_UNUSED(auto_open_depth);
14001
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
14002
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
14003
0
    g.LogFile = stdout;
14004
0
#endif
14005
0
}
14006
14007
// Start logging/capturing text output to given file
14008
void ImGui::LogToFile(int auto_open_depth, const char* filename)
14009
0
{
14010
0
    ImGuiContext& g = *GImGui;
14011
0
    if (g.LogEnabled)
14012
0
        return;
14013
14014
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
14015
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
14016
    // By opening the file in binary mode "ab" we have consistent output everywhere.
14017
0
    if (!filename)
14018
0
        filename = g.IO.LogFilename;
14019
0
    if (!filename || !filename[0])
14020
0
        return;
14021
0
    ImFileHandle f = ImFileOpen(filename, "ab");
14022
0
    if (!f)
14023
0
    {
14024
0
        IM_ASSERT(0);
14025
0
        return;
14026
0
    }
14027
14028
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
14029
0
    g.LogFile = f;
14030
0
}
14031
14032
// Start logging/capturing text output to clipboard
14033
void ImGui::LogToClipboard(int auto_open_depth)
14034
0
{
14035
0
    ImGuiContext& g = *GImGui;
14036
0
    if (g.LogEnabled)
14037
0
        return;
14038
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
14039
0
}
14040
14041
void ImGui::LogToBuffer(int auto_open_depth)
14042
0
{
14043
0
    ImGuiContext& g = *GImGui;
14044
0
    if (g.LogEnabled)
14045
0
        return;
14046
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
14047
0
}
14048
14049
void ImGui::LogFinish()
14050
119k
{
14051
119k
    ImGuiContext& g = *GImGui;
14052
119k
    if (!g.LogEnabled)
14053
119k
        return;
14054
14055
0
    LogText(IM_NEWLINE);
14056
0
    switch (g.LogType)
14057
0
    {
14058
0
    case ImGuiLogType_TTY:
14059
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
14060
0
        fflush(g.LogFile);
14061
0
#endif
14062
0
        break;
14063
0
    case ImGuiLogType_File:
14064
0
        ImFileClose(g.LogFile);
14065
0
        break;
14066
0
    case ImGuiLogType_Buffer:
14067
0
        break;
14068
0
    case ImGuiLogType_Clipboard:
14069
0
        if (!g.LogBuffer.empty())
14070
0
            SetClipboardText(g.LogBuffer.begin());
14071
0
        break;
14072
0
    case ImGuiLogType_None:
14073
0
        IM_ASSERT(0);
14074
0
        break;
14075
0
    }
14076
14077
0
    g.LogEnabled = false;
14078
0
    g.LogType = ImGuiLogType_None;
14079
0
    g.LogFile = NULL;
14080
0
    g.LogBuffer.clear();
14081
0
}
14082
14083
// Helper to display logging buttons
14084
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
14085
void ImGui::LogButtons()
14086
0
{
14087
0
    ImGuiContext& g = *GImGui;
14088
14089
0
    PushID("LogButtons");
14090
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
14091
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
14092
#else
14093
    const bool log_to_tty = false;
14094
#endif
14095
0
    const bool log_to_file = Button("Log To File"); SameLine();
14096
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
14097
0
    PushTabStop(false);
14098
0
    SetNextItemWidth(80.0f);
14099
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
14100
0
    PopTabStop();
14101
0
    PopID();
14102
14103
    // Start logging at the end of the function so that the buttons don't appear in the log
14104
0
    if (log_to_tty)
14105
0
        LogToTTY();
14106
0
    if (log_to_file)
14107
0
        LogToFile();
14108
0
    if (log_to_clipboard)
14109
0
        LogToClipboard();
14110
0
}
14111
14112
14113
//-----------------------------------------------------------------------------
14114
// [SECTION] SETTINGS
14115
//-----------------------------------------------------------------------------
14116
// - UpdateSettings() [Internal]
14117
// - MarkIniSettingsDirty() [Internal]
14118
// - FindSettingsHandler() [Internal]
14119
// - ClearIniSettings() [Internal]
14120
// - LoadIniSettingsFromDisk()
14121
// - LoadIniSettingsFromMemory()
14122
// - SaveIniSettingsToDisk()
14123
// - SaveIniSettingsToMemory()
14124
//-----------------------------------------------------------------------------
14125
// - CreateNewWindowSettings() [Internal]
14126
// - FindWindowSettingsByID() [Internal]
14127
// - FindWindowSettingsByWindow() [Internal]
14128
// - ClearWindowSettings() [Internal]
14129
// - WindowSettingsHandler_***() [Internal]
14130
//-----------------------------------------------------------------------------
14131
14132
// Called by NewFrame()
14133
void ImGui::UpdateSettings()
14134
59.7k
{
14135
    // Load settings on first frame (if not explicitly loaded manually before)
14136
59.7k
    ImGuiContext& g = *GImGui;
14137
59.7k
    if (!g.SettingsLoaded)
14138
3
    {
14139
3
        IM_ASSERT(g.SettingsWindows.empty());
14140
3
        if (g.IO.IniFilename)
14141
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
14142
3
        g.SettingsLoaded = true;
14143
3
    }
14144
14145
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
14146
59.7k
    if (g.SettingsDirtyTimer > 0.0f)
14147
3.00k
    {
14148
3.00k
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
14149
3.00k
        if (g.SettingsDirtyTimer <= 0.0f)
14150
10
        {
14151
10
            if (g.IO.IniFilename != NULL)
14152
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
14153
10
            else
14154
10
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
14155
10
            g.SettingsDirtyTimer = 0.0f;
14156
10
        }
14157
3.00k
    }
14158
59.7k
}
14159
14160
void ImGui::MarkIniSettingsDirty()
14161
0
{
14162
0
    ImGuiContext& g = *GImGui;
14163
0
    if (g.SettingsDirtyTimer <= 0.0f)
14164
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
14165
0
}
14166
14167
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
14168
41.7k
{
14169
41.7k
    ImGuiContext& g = *GImGui;
14170
41.7k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
14171
43
        if (g.SettingsDirtyTimer <= 0.0f)
14172
10
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
14173
41.7k
}
14174
14175
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
14176
6
{
14177
6
    ImGuiContext& g = *GImGui;
14178
6
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
14179
6
    g.SettingsHandlers.push_back(*handler);
14180
6
}
14181
14182
void ImGui::RemoveSettingsHandler(const char* type_name)
14183
0
{
14184
0
    ImGuiContext& g = *GImGui;
14185
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
14186
0
        g.SettingsHandlers.erase(handler);
14187
0
}
14188
14189
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
14190
6
{
14191
6
    ImGuiContext& g = *GImGui;
14192
6
    const ImGuiID type_hash = ImHashStr(type_name);
14193
6
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14194
3
        if (handler.TypeHash == type_hash)
14195
0
            return &handler;
14196
6
    return NULL;
14197
6
}
14198
14199
// Clear all settings (windows, tables, docking etc.)
14200
void ImGui::ClearIniSettings()
14201
0
{
14202
0
    ImGuiContext& g = *GImGui;
14203
0
    g.SettingsIniData.clear();
14204
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14205
0
        if (handler.ClearAllFn != NULL)
14206
0
            handler.ClearAllFn(&g, &handler);
14207
0
}
14208
14209
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
14210
0
{
14211
0
    size_t file_data_size = 0;
14212
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
14213
0
    if (!file_data)
14214
0
        return;
14215
0
    if (file_data_size > 0)
14216
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
14217
0
    IM_FREE(file_data);
14218
0
}
14219
14220
// Zero-tolerance, no error reporting, cheap .ini parsing
14221
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
14222
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
14223
0
{
14224
0
    ImGuiContext& g = *GImGui;
14225
0
    IM_ASSERT(g.Initialized);
14226
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
14227
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
14228
14229
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
14230
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
14231
0
    if (ini_size == 0)
14232
0
        ini_size = strlen(ini_data);
14233
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
14234
0
    char* const buf = g.SettingsIniData.Buf.Data;
14235
0
    char* const buf_end = buf + ini_size;
14236
0
    memcpy(buf, ini_data, ini_size);
14237
0
    buf_end[0] = 0;
14238
14239
    // Call pre-read handlers
14240
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
14241
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14242
0
        if (handler.ReadInitFn != NULL)
14243
0
            handler.ReadInitFn(&g, &handler);
14244
14245
0
    void* entry_data = NULL;
14246
0
    ImGuiSettingsHandler* entry_handler = NULL;
14247
14248
0
    char* line_end = NULL;
14249
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
14250
0
    {
14251
        // Skip new lines markers, then find end of the line
14252
0
        while (*line == '\n' || *line == '\r')
14253
0
            line++;
14254
0
        line_end = line;
14255
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
14256
0
            line_end++;
14257
0
        line_end[0] = 0;
14258
0
        if (line[0] == ';')
14259
0
            continue;
14260
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
14261
0
        {
14262
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
14263
0
            line_end[-1] = 0;
14264
0
            const char* name_end = line_end - 1;
14265
0
            const char* type_start = line + 1;
14266
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
14267
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
14268
0
            if (!type_end || !name_start)
14269
0
                continue;
14270
0
            *type_end = 0; // Overwrite first ']'
14271
0
            name_start++;  // Skip second '['
14272
0
            entry_handler = FindSettingsHandler(type_start);
14273
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
14274
0
        }
14275
0
        else if (entry_handler != NULL && entry_data != NULL)
14276
0
        {
14277
            // Let type handler parse the line
14278
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
14279
0
        }
14280
0
    }
14281
0
    g.SettingsLoaded = true;
14282
14283
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
14284
0
    memcpy(buf, ini_data, ini_size);
14285
14286
    // Call post-read handlers
14287
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14288
0
        if (handler.ApplyAllFn != NULL)
14289
0
            handler.ApplyAllFn(&g, &handler);
14290
0
}
14291
14292
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
14293
0
{
14294
0
    ImGuiContext& g = *GImGui;
14295
0
    g.SettingsDirtyTimer = 0.0f;
14296
0
    if (!ini_filename)
14297
0
        return;
14298
14299
0
    size_t ini_data_size = 0;
14300
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
14301
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
14302
0
    if (!f)
14303
0
        return;
14304
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
14305
0
    ImFileClose(f);
14306
0
}
14307
14308
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
14309
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
14310
0
{
14311
0
    ImGuiContext& g = *GImGui;
14312
0
    g.SettingsDirtyTimer = 0.0f;
14313
0
    g.SettingsIniData.Buf.resize(0);
14314
0
    g.SettingsIniData.Buf.push_back(0);
14315
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14316
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
14317
0
    if (out_size)
14318
0
        *out_size = (size_t)g.SettingsIniData.size();
14319
0
    return g.SettingsIniData.c_str();
14320
0
}
14321
14322
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
14323
0
{
14324
0
    ImGuiContext& g = *GImGui;
14325
14326
0
    if (g.IO.ConfigDebugIniSettings == false)
14327
0
    {
14328
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
14329
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
14330
0
        if (const char* p = strstr(name, "###"))
14331
0
            name = p;
14332
0
    }
14333
0
    const size_t name_len = strlen(name);
14334
14335
    // Allocate chunk
14336
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
14337
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
14338
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
14339
0
    settings->ID = ImHashStr(name, name_len);
14340
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
14341
14342
0
    return settings;
14343
0
}
14344
14345
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14346
// This is called once per window .ini entry + once per newly instantiated window.
14347
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14348
6
{
14349
6
    ImGuiContext& g = *GImGui;
14350
6
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14351
0
        if (settings->ID == id && !settings->WantDelete)
14352
0
            return settings;
14353
6
    return NULL;
14354
6
}
14355
14356
// This is faster if you are holding on a Window already as we don't need to perform a search.
14357
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14358
6
{
14359
6
    ImGuiContext& g = *GImGui;
14360
6
    if (window->SettingsOffset != -1)
14361
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14362
6
    return FindWindowSettingsByID(window->ID);
14363
6
}
14364
14365
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14366
void ImGui::ClearWindowSettings(const char* name)
14367
0
{
14368
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14369
0
    ImGuiContext& g = *GImGui;
14370
0
    ImGuiWindow* window = FindWindowByName(name);
14371
0
    if (window != NULL)
14372
0
    {
14373
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14374
0
        InitOrLoadWindowSettings(window, NULL);
14375
0
        if (window->DockId != 0)
14376
0
            DockContextProcessUndockWindow(&g, window, true);
14377
0
    }
14378
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14379
0
        settings->WantDelete = true;
14380
0
}
14381
14382
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14383
0
{
14384
0
    ImGuiContext& g = *ctx;
14385
0
    for (ImGuiWindow* window : g.Windows)
14386
0
        window->SettingsOffset = -1;
14387
0
    g.SettingsWindows.clear();
14388
0
}
14389
14390
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14391
0
{
14392
0
    ImGuiID id = ImHashStr(name);
14393
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14394
0
    if (settings)
14395
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14396
0
    else
14397
0
        settings = ImGui::CreateNewWindowSettings(name);
14398
0
    settings->ID = id;
14399
0
    settings->WantApply = true;
14400
0
    return (void*)settings;
14401
0
}
14402
14403
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14404
0
{
14405
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14406
0
    int x, y;
14407
0
    int i;
14408
0
    ImU32 u1;
14409
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14410
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14411
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14412
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14413
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14414
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14415
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14416
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14417
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14418
0
}
14419
14420
// Apply to existing windows (if any)
14421
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14422
0
{
14423
0
    ImGuiContext& g = *ctx;
14424
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14425
0
        if (settings->WantApply)
14426
0
        {
14427
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14428
0
                ApplyWindowSettings(window, settings);
14429
0
            settings->WantApply = false;
14430
0
        }
14431
0
}
14432
14433
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14434
0
{
14435
    // Gather data from windows that were active during this session
14436
    // (if a window wasn't opened in this session we preserve its settings)
14437
0
    ImGuiContext& g = *ctx;
14438
0
    for (ImGuiWindow* window : g.Windows)
14439
0
    {
14440
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14441
0
            continue;
14442
14443
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14444
0
        if (!settings)
14445
0
        {
14446
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14447
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14448
0
        }
14449
0
        IM_ASSERT(settings->ID == window->ID);
14450
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14451
0
        settings->Size = ImVec2ih(window->SizeFull);
14452
0
        settings->ViewportId = window->ViewportId;
14453
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14454
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14455
0
        settings->DockId = window->DockId;
14456
0
        settings->ClassId = window->WindowClass.ClassId;
14457
0
        settings->DockOrder = window->DockOrder;
14458
0
        settings->Collapsed = window->Collapsed;
14459
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14460
0
        settings->WantDelete = false;
14461
0
    }
14462
14463
    // Write to text buffer
14464
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14465
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14466
0
    {
14467
0
        if (settings->WantDelete)
14468
0
            continue;
14469
0
        const char* settings_name = settings->GetName();
14470
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14471
0
        if (settings->IsChild)
14472
0
        {
14473
0
            buf->appendf("IsChild=1\n");
14474
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14475
0
        }
14476
0
        else
14477
0
        {
14478
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14479
0
            {
14480
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14481
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14482
0
            }
14483
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14484
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14485
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14486
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14487
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14488
0
            if (settings->DockId != 0)
14489
0
            {
14490
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14491
0
                if (settings->DockOrder == -1)
14492
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14493
0
                else
14494
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14495
0
                if (settings->ClassId != 0)
14496
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14497
0
            }
14498
0
        }
14499
0
        buf->append("\n");
14500
0
    }
14501
0
}
14502
14503
14504
//-----------------------------------------------------------------------------
14505
// [SECTION] LOCALIZATION
14506
//-----------------------------------------------------------------------------
14507
14508
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14509
3
{
14510
3
    ImGuiContext& g = *GImGui;
14511
36
    for (int n = 0; n < count; n++)
14512
33
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14513
3
}
14514
14515
14516
//-----------------------------------------------------------------------------
14517
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14518
//-----------------------------------------------------------------------------
14519
// - GetMainViewport()
14520
// - FindViewportByID()
14521
// - FindViewportByPlatformHandle()
14522
// - SetCurrentViewport() [Internal]
14523
// - SetWindowViewport() [Internal]
14524
// - GetWindowAlwaysWantOwnViewport() [Internal]
14525
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14526
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14527
// - TranslateWindowsInViewport() [Internal]
14528
// - ScaleWindowsInViewport() [Internal]
14529
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14530
// - UpdateViewportsNewFrame() [Internal]
14531
// - UpdateViewportsEndFrame() [Internal]
14532
// - AddUpdateViewport() [Internal]
14533
// - WindowSelectViewport() [Internal]
14534
// - WindowSyncOwnedViewport() [Internal]
14535
// - UpdatePlatformWindows()
14536
// - RenderPlatformWindowsDefault()
14537
// - FindPlatformMonitorForPos() [Internal]
14538
// - FindPlatformMonitorForRect() [Internal]
14539
// - UpdateViewportPlatformMonitor() [Internal]
14540
// - DestroyPlatformWindow() [Internal]
14541
// - DestroyPlatformWindows()
14542
//-----------------------------------------------------------------------------
14543
14544
ImGuiViewport* ImGui::GetMainViewport()
14545
281k
{
14546
281k
    ImGuiContext& g = *GImGui;
14547
281k
    return g.Viewports[0];
14548
281k
}
14549
14550
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14551
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14552
59.7k
{
14553
59.7k
    ImGuiContext& g = *GImGui;
14554
59.7k
    for (ImGuiViewportP* viewport : g.Viewports)
14555
59.7k
        if (viewport->ID == id)
14556
59.7k
            return viewport;
14557
0
    return NULL;
14558
59.7k
}
14559
14560
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14561
0
{
14562
0
    ImGuiContext& g = *GImGui;
14563
0
    for (ImGuiViewportP* viewport : g.Viewports)
14564
0
        if (viewport->PlatformHandle == platform_handle)
14565
0
            return viewport;
14566
0
    return NULL;
14567
0
}
14568
14569
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14570
324k
{
14571
324k
    ImGuiContext& g = *GImGui;
14572
324k
    (void)current_window;
14573
14574
324k
    if (viewport)
14575
264k
        viewport->LastFrameActive = g.FrameCount;
14576
324k
    if (g.CurrentViewport == viewport)
14577
204k
        return;
14578
119k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14579
119k
    g.CurrentViewport = viewport;
14580
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14581
14582
    // Notify platform layer of viewport changes
14583
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14584
119k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14585
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14586
119k
}
14587
14588
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14589
162k
{
14590
    // Abandon viewport
14591
162k
    if (window->ViewportOwned && window->Viewport->Window == window)
14592
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14593
14594
162k
    window->Viewport = viewport;
14595
162k
    window->ViewportId = viewport->ID;
14596
162k
    window->ViewportOwned = (viewport->Window == window);
14597
162k
}
14598
14599
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14600
0
{
14601
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14602
0
    ImGuiContext& g = *GImGui;
14603
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14604
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14605
0
            if (!window->DockIsActive)
14606
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14607
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14608
0
                        return true;
14609
0
    return false;
14610
0
}
14611
14612
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14613
0
{
14614
0
    ImGuiContext& g = *GImGui;
14615
0
    if (window->Viewport == viewport)
14616
0
        return false;
14617
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14618
0
        return false;
14619
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14620
0
        return false;
14621
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14622
0
        return false;
14623
0
    if (GetWindowAlwaysWantOwnViewport(window))
14624
0
        return false;
14625
14626
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14627
0
    for (ImGuiWindow* window_behind : g.Windows)
14628
0
    {
14629
0
        if (window_behind == window)
14630
0
            break;
14631
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14632
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14633
0
                return false;
14634
0
    }
14635
14636
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14637
0
    ImGuiViewportP* old_viewport = window->Viewport;
14638
0
    if (window->ViewportOwned)
14639
0
        for (int n = 0; n < g.Windows.Size; n++)
14640
0
            if (g.Windows[n]->Viewport == old_viewport)
14641
0
                SetWindowViewport(g.Windows[n], viewport);
14642
0
    SetWindowViewport(window, viewport);
14643
0
    BringWindowToDisplayFront(window);
14644
14645
0
    return true;
14646
0
}
14647
14648
// FIXME: handle 0 to N host viewports
14649
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14650
0
{
14651
0
    ImGuiContext& g = *GImGui;
14652
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14653
0
}
14654
14655
// Translate Dear ImGui windows when a Host Viewport has been moved
14656
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14657
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14658
0
{
14659
0
    ImGuiContext& g = *GImGui;
14660
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14661
14662
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14663
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14664
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14665
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14666
    // and so the window will appear to teleport when releasing the mouse.
14667
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14668
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14669
0
    ImVec2 delta_pos = new_pos - old_pos;
14670
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14671
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14672
0
            TranslateWindow(window, delta_pos);
14673
0
}
14674
14675
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14676
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14677
0
{
14678
0
    ImGuiContext& g = *GImGui;
14679
0
    if (viewport->Window)
14680
0
    {
14681
0
        ScaleWindow(viewport->Window, scale);
14682
0
    }
14683
0
    else
14684
0
    {
14685
0
        for (ImGuiWindow* window : g.Windows)
14686
0
            if (window->Viewport == viewport)
14687
0
                ScaleWindow(window, scale);
14688
0
    }
14689
0
}
14690
14691
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14692
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14693
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14694
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14695
0
{
14696
0
    ImGuiContext& g = *GImGui;
14697
0
    ImGuiViewportP* best_candidate = NULL;
14698
0
    for (ImGuiViewportP* viewport : g.Viewports)
14699
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14700
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14701
0
                best_candidate = viewport;
14702
0
    return best_candidate;
14703
0
}
14704
14705
// Update viewports and monitor infos
14706
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14707
static void ImGui::UpdateViewportsNewFrame()
14708
59.7k
{
14709
59.7k
    ImGuiContext& g = *GImGui;
14710
59.7k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14711
14712
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14713
    // Update Focused status
14714
59.7k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14715
59.7k
    if (viewports_enabled)
14716
0
    {
14717
0
        ImGuiViewportP* focused_viewport = NULL;
14718
0
        for (ImGuiViewportP* viewport : g.Viewports)
14719
0
        {
14720
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14721
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14722
0
            {
14723
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14724
0
                if (is_minimized)
14725
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14726
0
                else
14727
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14728
0
            }
14729
14730
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14731
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14732
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14733
0
            {
14734
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14735
0
                if (is_focused)
14736
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14737
0
                else
14738
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14739
0
                if (is_focused)
14740
0
                    focused_viewport = viewport;
14741
0
            }
14742
0
        }
14743
14744
        // Focused viewport has changed?
14745
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14746
0
        {
14747
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14748
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14749
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14750
14751
            // Store a tag so we can infer z-order easily from all our windows
14752
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14753
            // will keep the front most stamp instead of losing it back to their parent viewport.
14754
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14755
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14756
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14757
14758
            // Focus associated dear imgui window
14759
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14760
            // - if focus didn't happen because we destroyed another window (#6462)
14761
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14762
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14763
0
            if (apply_imgui_focus_on_focused_viewport)
14764
0
            {
14765
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14766
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14767
0
                if (focused_viewport->Window != NULL)
14768
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14769
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14770
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14771
0
                else
14772
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14773
0
            }
14774
0
        }
14775
0
        if (focused_viewport)
14776
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14777
0
    }
14778
14779
    // Create/update main viewport with current platform position.
14780
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14781
59.7k
    ImGuiViewportP* main_viewport = g.Viewports[0];
14782
59.7k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14783
59.7k
    IM_ASSERT(main_viewport->Window == NULL);
14784
59.7k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14785
59.7k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14786
59.7k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14787
0
    {
14788
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14789
0
        main_viewport_size = main_viewport->Size;
14790
0
    }
14791
59.7k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14792
14793
59.7k
    g.CurrentDpiScale = 0.0f;
14794
59.7k
    g.CurrentViewport = NULL;
14795
59.7k
    g.MouseViewport = NULL;
14796
119k
    for (int n = 0; n < g.Viewports.Size; n++)
14797
59.7k
    {
14798
59.7k
        ImGuiViewportP* viewport = g.Viewports[n];
14799
59.7k
        viewport->Idx = n;
14800
14801
        // Erase unused viewports
14802
59.7k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14803
0
        {
14804
0
            DestroyViewport(viewport);
14805
0
            n--;
14806
0
            continue;
14807
0
        }
14808
14809
59.7k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14810
59.7k
        if (viewports_enabled)
14811
0
        {
14812
            // Update Position and Size (from Platform Window to ImGui) if requested.
14813
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14814
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14815
0
            {
14816
                // Viewport->WorkPos and WorkSize will be updated below
14817
0
                if (viewport->PlatformRequestMove)
14818
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14819
0
                if (viewport->PlatformRequestResize)
14820
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14821
0
            }
14822
0
        }
14823
14824
        // Update/copy monitor info
14825
59.7k
        UpdateViewportPlatformMonitor(viewport);
14826
14827
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14828
59.7k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14829
59.7k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14830
59.7k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14831
59.7k
        viewport->UpdateWorkRect();
14832
14833
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14834
59.7k
        viewport->Alpha = 1.0f;
14835
14836
        // Translate Dear ImGui windows when a Host Viewport has been moved
14837
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14838
59.7k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14839
59.7k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14840
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14841
14842
        // Update DPI scale
14843
59.7k
        float new_dpi_scale;
14844
59.7k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14845
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14846
59.7k
        else if (viewport->PlatformMonitor != -1)
14847
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14848
59.7k
        else
14849
59.7k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14850
59.7k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14851
0
        {
14852
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14853
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14854
0
                ScaleWindowsInViewport(viewport, scale_factor);
14855
            //if (viewport == GetMainViewport())
14856
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14857
14858
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14859
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14860
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14861
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14862
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14863
0
        }
14864
59.7k
        viewport->DpiScale = new_dpi_scale;
14865
59.7k
    }
14866
14867
    // Update fallback monitor
14868
59.7k
    g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
14869
59.7k
    if (g.PlatformIO.Monitors.Size == 0)
14870
59.7k
    {
14871
59.7k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14872
59.7k
        monitor->MainPos = main_viewport->Pos;
14873
59.7k
        monitor->MainSize = main_viewport->Size;
14874
59.7k
        monitor->WorkPos = main_viewport->WorkPos;
14875
59.7k
        monitor->WorkSize = main_viewport->WorkSize;
14876
59.7k
        monitor->DpiScale = main_viewport->DpiScale;
14877
59.7k
        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos);
14878
59.7k
        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize);
14879
59.7k
    }
14880
59.7k
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
14881
0
    {
14882
0
        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos);
14883
0
        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize);
14884
0
    }
14885
14886
59.7k
    if (!viewports_enabled)
14887
59.7k
    {
14888
59.7k
        g.MouseViewport = main_viewport;
14889
59.7k
        return;
14890
59.7k
    }
14891
14892
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14893
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14894
0
    ImGuiViewportP* viewport_hovered = NULL;
14895
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14896
0
    {
14897
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14898
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14899
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14900
0
    }
14901
0
    else
14902
0
    {
14903
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14904
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14905
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14906
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14907
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14908
0
    }
14909
0
    if (viewport_hovered != NULL)
14910
0
        g.MouseLastHoveredViewport = viewport_hovered;
14911
0
    else if (g.MouseLastHoveredViewport == NULL)
14912
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14913
14914
    // Update mouse reference viewport
14915
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14916
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14917
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14918
0
        g.MouseViewport = g.MovingWindow->Viewport;
14919
0
    else
14920
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14921
14922
    // When dragging something, always refer to the last hovered viewport.
14923
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14924
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14925
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14926
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14927
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14928
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14929
0
        viewport_hovered = g.MouseLastHoveredViewport;
14930
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14931
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14932
0
            g.MouseViewport = viewport_hovered;
14933
14934
0
    IM_ASSERT(g.MouseViewport != NULL);
14935
0
}
14936
14937
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14938
static void ImGui::UpdateViewportsEndFrame()
14939
59.7k
{
14940
59.7k
    ImGuiContext& g = *GImGui;
14941
59.7k
    g.PlatformIO.Viewports.resize(0);
14942
119k
    for (int i = 0; i < g.Viewports.Size; i++)
14943
59.7k
    {
14944
59.7k
        ImGuiViewportP* viewport = g.Viewports[i];
14945
59.7k
        viewport->LastPos = viewport->Pos;
14946
59.7k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14947
0
            if (i > 0) // Always include main viewport in the list
14948
0
                continue;
14949
59.7k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14950
0
            continue;
14951
59.7k
        if (i > 0)
14952
59.7k
            IM_ASSERT(viewport->Window != NULL);
14953
59.7k
        g.PlatformIO.Viewports.push_back(viewport);
14954
59.7k
    }
14955
59.7k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14956
59.7k
}
14957
14958
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14959
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14960
59.7k
{
14961
59.7k
    ImGuiContext& g = *GImGui;
14962
59.7k
    IM_ASSERT(id != 0);
14963
14964
59.7k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14965
59.7k
    if (window != NULL)
14966
0
    {
14967
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14968
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14969
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14970
0
            flags |= ImGuiViewportFlags_NoInputs;
14971
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14972
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14973
0
    }
14974
14975
59.7k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14976
59.7k
    if (viewport)
14977
59.7k
    {
14978
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14979
59.7k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14980
59.7k
            viewport->Pos = pos;
14981
59.7k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14982
59.7k
            viewport->Size = size;
14983
59.7k
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14984
59.7k
    }
14985
0
    else
14986
0
    {
14987
        // New viewport
14988
0
        viewport = IM_NEW(ImGuiViewportP)();
14989
0
        viewport->ID = id;
14990
0
        viewport->Idx = g.Viewports.Size;
14991
0
        viewport->Pos = viewport->LastPos = pos;
14992
0
        viewport->Size = size;
14993
0
        viewport->Flags = flags;
14994
0
        UpdateViewportPlatformMonitor(viewport);
14995
0
        g.Viewports.push_back(viewport);
14996
0
        g.ViewportCreatedCount++;
14997
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14998
14999
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
15000
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
15001
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
15002
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
15003
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
15004
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
15005
15006
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
15007
        // This is so we can select an appropriate font size on the first frame of our window lifetime
15008
0
        if (viewport->PlatformMonitor != -1)
15009
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
15010
0
    }
15011
15012
59.7k
    viewport->Window = window;
15013
59.7k
    viewport->LastFrameActive = g.FrameCount;
15014
59.7k
    viewport->UpdateWorkRect();
15015
59.7k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
15016
15017
59.7k
    if (window != NULL)
15018
0
        window->ViewportOwned = true;
15019
15020
59.7k
    return viewport;
15021
59.7k
}
15022
15023
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
15024
0
{
15025
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
15026
0
    ImGuiContext& g = *GImGui;
15027
0
    for (ImGuiWindow* window : g.Windows)
15028
0
    {
15029
0
        if (window->Viewport != viewport)
15030
0
            continue;
15031
0
        window->Viewport = NULL;
15032
0
        window->ViewportOwned = false;
15033
0
    }
15034
0
    if (viewport == g.MouseLastHoveredViewport)
15035
0
        g.MouseLastHoveredViewport = NULL;
15036
15037
    // Destroy
15038
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15039
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
15040
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
15041
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
15042
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
15043
0
    IM_DELETE(viewport);
15044
0
}
15045
15046
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
15047
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
15048
162k
{
15049
162k
    ImGuiContext& g = *GImGui;
15050
162k
    ImGuiWindowFlags flags = window->Flags;
15051
162k
    window->ViewportAllowPlatformMonitorExtend = -1;
15052
15053
    // Restore main viewport if multi-viewport is not supported by the backend
15054
162k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
15055
162k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
15056
162k
    {
15057
162k
        SetWindowViewport(window, main_viewport);
15058
162k
        return;
15059
162k
    }
15060
0
    window->ViewportOwned = false;
15061
15062
    // Appearing popups reset their viewport so they can inherit again
15063
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
15064
0
    {
15065
0
        window->Viewport = NULL;
15066
0
        window->ViewportId = 0;
15067
0
    }
15068
15069
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
15070
0
    {
15071
        // By default inherit from parent window
15072
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
15073
0
            window->Viewport = window->ParentWindow->Viewport;
15074
15075
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
15076
0
        if (window->Viewport == NULL && window->ViewportId != 0)
15077
0
        {
15078
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
15079
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
15080
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
15081
0
        }
15082
0
    }
15083
15084
0
    bool lock_viewport = false;
15085
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
15086
0
    {
15087
        // Code explicitly request a viewport
15088
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
15089
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
15090
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
15091
0
        {
15092
0
            window->Viewport->Window = window;
15093
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
15094
0
        }
15095
0
        lock_viewport = true;
15096
0
    }
15097
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
15098
0
    {
15099
        // Always inherit viewport from parent window
15100
0
        if (window->DockNode && window->DockNode->HostWindow)
15101
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
15102
0
        window->Viewport = window->ParentWindow->Viewport;
15103
0
    }
15104
0
    else if (window->DockNode && window->DockNode->HostWindow)
15105
0
    {
15106
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
15107
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
15108
0
    }
15109
0
    else if (flags & ImGuiWindowFlags_Tooltip)
15110
0
    {
15111
0
        window->Viewport = g.MouseViewport;
15112
0
    }
15113
0
    else if (GetWindowAlwaysWantOwnViewport(window))
15114
0
    {
15115
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15116
0
    }
15117
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
15118
0
    {
15119
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
15120
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15121
0
    }
15122
0
    else
15123
0
    {
15124
        // Merge into host viewport?
15125
        // We cannot test window->ViewportOwned as it set lower in the function.
15126
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
15127
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
15128
0
        if (try_to_merge_into_host_viewport)
15129
0
            UpdateTryMergeWindowIntoHostViewports(window);
15130
0
    }
15131
15132
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
15133
0
    if (window->Viewport == NULL)
15134
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
15135
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15136
15137
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
15138
0
    if (!lock_viewport)
15139
0
    {
15140
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
15141
0
        {
15142
            // We need to take account of the possibility that mouse may become invalid.
15143
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
15144
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
15145
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
15146
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
15147
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
15148
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
15149
0
            else
15150
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
15151
0
        }
15152
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
15153
0
        {
15154
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
15155
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
15156
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
15157
0
            {
15158
                // Steal/transfer ownership
15159
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
15160
0
                window->Viewport->Window = window;
15161
0
                window->Viewport->ID = window->ID;
15162
0
                window->Viewport->LastNameHash = 0;
15163
0
            }
15164
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
15165
0
            {
15166
                // New viewport
15167
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
15168
0
            }
15169
0
        }
15170
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
15171
0
        {
15172
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
15173
            // Child windows are kept contained within their parent.
15174
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
15175
0
        }
15176
0
    }
15177
15178
    // Update flags
15179
0
    window->ViewportOwned = (window == window->Viewport->Window);
15180
0
    window->ViewportId = window->Viewport->ID;
15181
15182
    // If the OS window has a title bar, hide our imgui title bar
15183
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
15184
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
15185
0
}
15186
15187
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
15188
0
{
15189
0
    ImGuiContext& g = *GImGui;
15190
15191
0
    bool viewport_rect_changed = false;
15192
15193
    // Synchronize window --> viewport in most situations
15194
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
15195
0
    if (window->Viewport->PlatformRequestMove)
15196
0
    {
15197
0
        window->Pos = window->Viewport->Pos;
15198
0
        MarkIniSettingsDirty(window);
15199
0
    }
15200
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
15201
0
    {
15202
0
        viewport_rect_changed = true;
15203
0
        window->Viewport->Pos = window->Pos;
15204
0
    }
15205
15206
0
    if (window->Viewport->PlatformRequestResize)
15207
0
    {
15208
0
        window->Size = window->SizeFull = window->Viewport->Size;
15209
0
        MarkIniSettingsDirty(window);
15210
0
    }
15211
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
15212
0
    {
15213
0
        viewport_rect_changed = true;
15214
0
        window->Viewport->Size = window->Size;
15215
0
    }
15216
0
    window->Viewport->UpdateWorkRect();
15217
15218
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
15219
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
15220
0
    if (viewport_rect_changed)
15221
0
        UpdateViewportPlatformMonitor(window->Viewport);
15222
15223
    // Update common viewport flags
15224
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
15225
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
15226
0
    ImGuiWindowFlags window_flags = window->Flags;
15227
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
15228
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
15229
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
15230
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
15231
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
15232
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
15233
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
15234
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
15235
15236
    // Not correct to set modal as topmost because:
15237
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
15238
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
15239
    //if (flags & ImGuiWindowFlags_Modal)
15240
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
15241
15242
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
15243
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
15244
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
15245
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
15246
0
    if (is_short_lived_floating_window && !is_modal)
15247
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
15248
15249
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
15250
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
15251
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
15252
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
15253
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
15254
15255
    // We can also tell the backend that clearing the platform window won't be necessary,
15256
    // as our window background is filling the viewport and we have disabled BgAlpha.
15257
    // FIXME: Work on support for per-viewport transparency (#2766)
15258
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
15259
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
15260
15261
0
    window->Viewport->Flags = viewport_flags;
15262
15263
    // Update parent viewport ID
15264
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
15265
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
15266
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
15267
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
15268
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
15269
0
    else
15270
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
15271
0
}
15272
15273
// Called by user at the end of the main loop, after EndFrame()
15274
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
15275
void ImGui::UpdatePlatformWindows()
15276
0
{
15277
0
    ImGuiContext& g = *GImGui;
15278
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
15279
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
15280
0
    g.FrameCountPlatformEnded = g.FrameCount;
15281
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
15282
0
        return;
15283
15284
    // Create/resize/destroy platform windows to match each active viewport.
15285
    // Skip the main viewport (index 0), which is always fully handled by the application!
15286
0
    for (int i = 1; i < g.Viewports.Size; i++)
15287
0
    {
15288
0
        ImGuiViewportP* viewport = g.Viewports[i];
15289
15290
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
15291
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
15292
0
        bool destroy_platform_window = false;
15293
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
15294
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
15295
0
        if (destroy_platform_window)
15296
0
        {
15297
0
            DestroyPlatformWindow(viewport);
15298
0
            continue;
15299
0
        }
15300
15301
        // New windows that appears directly in a new viewport won't always have a size on their first frame
15302
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
15303
0
            continue;
15304
15305
        // Create window
15306
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
15307
0
        if (is_new_platform_window)
15308
0
        {
15309
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15310
0
            g.PlatformIO.Platform_CreateWindow(viewport);
15311
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
15312
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
15313
0
            g.PlatformWindowsCreatedCount++;
15314
0
            viewport->LastNameHash = 0;
15315
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
15316
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
15317
0
            viewport->PlatformWindowCreated = true;
15318
0
        }
15319
15320
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
15321
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
15322
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
15323
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
15324
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
15325
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
15326
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
15327
0
        viewport->LastPlatformPos = viewport->Pos;
15328
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
15329
15330
        // Update title bar (if it changed)
15331
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
15332
0
        {
15333
0
            const char* title_begin = window_for_title->Name;
15334
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
15335
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
15336
0
            if (viewport->LastNameHash != title_hash)
15337
0
            {
15338
0
                char title_end_backup_c = *title_end;
15339
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
15340
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
15341
0
                *title_end = title_end_backup_c;
15342
0
                viewport->LastNameHash = title_hash;
15343
0
            }
15344
0
        }
15345
15346
        // Update alpha (if it changed)
15347
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
15348
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
15349
0
        viewport->LastAlpha = viewport->Alpha;
15350
15351
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
15352
0
        if (g.PlatformIO.Platform_UpdateWindow)
15353
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15354
15355
0
        if (is_new_platform_window)
15356
0
        {
15357
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15358
0
            if (g.FrameCount < 3)
15359
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15360
15361
            // Show window
15362
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15363
15364
            // Even without focus, we assume the window becomes front-most.
15365
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15366
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15367
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15368
0
        }
15369
15370
        // Clear request flags
15371
0
        viewport->ClearRequestFlags();
15372
0
    }
15373
0
}
15374
15375
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15376
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15377
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15378
//
15379
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15380
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15381
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15382
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15383
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15384
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15385
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15386
//
15387
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15388
0
{
15389
    // Skip the main viewport (index 0), which is always fully handled by the application!
15390
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15391
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15392
0
    {
15393
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15394
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15395
0
            continue;
15396
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15397
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15398
0
    }
15399
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15400
0
    {
15401
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15402
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15403
0
            continue;
15404
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15405
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15406
0
    }
15407
0
}
15408
15409
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15410
0
{
15411
0
    ImGuiContext& g = *GImGui;
15412
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15413
0
    {
15414
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15415
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15416
0
            return monitor_n;
15417
0
    }
15418
0
    return -1;
15419
0
}
15420
15421
// Search for the monitor with the largest intersection area with the given rectangle
15422
// We generally try to avoid searching loops but the monitor count should be very small here
15423
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15424
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15425
59.7k
{
15426
59.7k
    ImGuiContext& g = *GImGui;
15427
15428
59.7k
    const int monitor_count = g.PlatformIO.Monitors.Size;
15429
59.7k
    if (monitor_count <= 1)
15430
59.7k
        return monitor_count - 1;
15431
15432
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15433
    // This is necessary for tooltips which always resize down to zero at first.
15434
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15435
0
    int best_monitor_n = -1;
15436
0
    float best_monitor_surface = 0.001f;
15437
15438
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15439
0
    {
15440
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15441
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15442
0
        if (monitor_rect.Contains(rect))
15443
0
            return monitor_n;
15444
0
        ImRect overlapping_rect = rect;
15445
0
        overlapping_rect.ClipWithFull(monitor_rect);
15446
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15447
0
        if (overlapping_surface < best_monitor_surface)
15448
0
            continue;
15449
0
        best_monitor_surface = overlapping_surface;
15450
0
        best_monitor_n = monitor_n;
15451
0
    }
15452
0
    return best_monitor_n;
15453
0
}
15454
15455
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15456
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15457
59.7k
{
15458
59.7k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15459
59.7k
}
15460
15461
// Return value is always != NULL, but don't hold on it across frames.
15462
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15463
0
{
15464
0
    ImGuiContext& g = *GImGui;
15465
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15466
0
    int monitor_idx = viewport->PlatformMonitor;
15467
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15468
0
        return &g.PlatformIO.Monitors[monitor_idx];
15469
0
    return &g.FallbackMonitor;
15470
0
}
15471
15472
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15473
0
{
15474
0
    ImGuiContext& g = *GImGui;
15475
0
    if (viewport->PlatformWindowCreated)
15476
0
    {
15477
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15478
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15479
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15480
0
        if (g.PlatformIO.Platform_DestroyWindow)
15481
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15482
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15483
15484
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15485
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15486
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15487
0
            viewport->PlatformWindowCreated = false;
15488
0
    }
15489
0
    else
15490
0
    {
15491
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15492
0
    }
15493
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15494
0
    viewport->ClearRequestFlags();
15495
0
}
15496
15497
void ImGui::DestroyPlatformWindows()
15498
0
{
15499
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15500
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15501
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15502
    // code to operator a consistent manner.
15503
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15504
    // crashing if it doesn't have data stored.
15505
0
    ImGuiContext& g = *GImGui;
15506
0
    for (ImGuiViewportP* viewport : g.Viewports)
15507
0
        DestroyPlatformWindow(viewport);
15508
0
}
15509
15510
15511
//-----------------------------------------------------------------------------
15512
// [SECTION] DOCKING
15513
//-----------------------------------------------------------------------------
15514
// Docking: Internal Types
15515
// Docking: Forward Declarations
15516
// Docking: ImGuiDockContext
15517
// Docking: ImGuiDockContext Docking/Undocking functions
15518
// Docking: ImGuiDockNode
15519
// Docking: ImGuiDockNode Tree manipulation functions
15520
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15521
// Docking: Builder Functions
15522
// Docking: Begin/End Support Functions (called from Begin/End)
15523
// Docking: Settings
15524
//-----------------------------------------------------------------------------
15525
15526
//-----------------------------------------------------------------------------
15527
// Typical Docking call flow: (root level is generally public API):
15528
//-----------------------------------------------------------------------------
15529
// - NewFrame()                               new dear imgui frame
15530
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15531
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15532
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15533
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15534
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15535
//    | - DockContextProcessDock()            - process one docking request
15536
//    | - DockNodeUpdate()
15537
//    |   - DockNodeUpdateForRootNode()
15538
//    |     - DockNodeUpdateFlagsAndCollapse()
15539
//    |     - DockNodeFindInfo()
15540
//    |   - destroy unused node or tab bar
15541
//    |   - create dock node host window
15542
//    |      - Begin() etc.
15543
//    |   - DockNodeStartMouseMovingWindow()
15544
//    |   - DockNodeTreeUpdatePosSize()
15545
//    |   - DockNodeTreeUpdateSplitter()
15546
//    |   - draw node background
15547
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15548
//    |     - DockNodeAddTabBar()
15549
//    |     - DockNodeWindowMenuUpdate()
15550
//    |     - DockNodeCalcTabBarLayout()
15551
//    |     - BeginTabBarEx()
15552
//    |     - TabItemEx() calls
15553
//    |     - EndTabBar()
15554
//    |   - BeginDockableDragDropTarget()
15555
//    |      - DockNodeUpdate()               - recurse into child nodes...
15556
//-----------------------------------------------------------------------------
15557
// - DockSpace()                              user submit a dockspace into a window
15558
//    | Begin(Child)                          - create a child window
15559
//    | DockNodeUpdate()                      - call main dock node update function
15560
//    | End(Child)
15561
//    | ItemSize()
15562
//-----------------------------------------------------------------------------
15563
// - Begin()
15564
//    | BeginDocked()
15565
//    | BeginDockableDragDropSource()
15566
//    | BeginDockableDragDropTarget()
15567
//    | - DockNodePreviewDockRender()
15568
//-----------------------------------------------------------------------------
15569
// - EndFrame()
15570
//    | DockContextEndFrame()
15571
//-----------------------------------------------------------------------------
15572
15573
//-----------------------------------------------------------------------------
15574
// Docking: Internal Types
15575
//-----------------------------------------------------------------------------
15576
// - ImGuiDockRequestType
15577
// - ImGuiDockRequest
15578
// - ImGuiDockPreviewData
15579
// - ImGuiDockNodeSettings
15580
// - ImGuiDockContext
15581
//-----------------------------------------------------------------------------
15582
15583
enum ImGuiDockRequestType
15584
{
15585
    ImGuiDockRequestType_None = 0,
15586
    ImGuiDockRequestType_Dock,
15587
    ImGuiDockRequestType_Undock,
15588
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15589
};
15590
15591
struct ImGuiDockRequest
15592
{
15593
    ImGuiDockRequestType    Type;
15594
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15595
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15596
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15597
    ImGuiDir                DockSplitDir;
15598
    float                   DockSplitRatio;
15599
    bool                    DockSplitOuter;
15600
    ImGuiWindow*            UndockTargetWindow;
15601
    ImGuiDockNode*          UndockTargetNode;
15602
15603
    ImGuiDockRequest()
15604
0
    {
15605
0
        Type = ImGuiDockRequestType_None;
15606
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15607
0
        DockTargetNode = UndockTargetNode = NULL;
15608
0
        DockSplitDir = ImGuiDir_None;
15609
0
        DockSplitRatio = 0.5f;
15610
0
        DockSplitOuter = false;
15611
0
    }
15612
};
15613
15614
struct ImGuiDockPreviewData
15615
{
15616
    ImGuiDockNode   FutureNode;
15617
    bool            IsDropAllowed;
15618
    bool            IsCenterAvailable;
15619
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15620
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15621
    ImGuiDockNode*  SplitNode;
15622
    ImGuiDir        SplitDir;
15623
    float           SplitRatio;
15624
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15625
15626
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15627
};
15628
15629
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15630
struct ImGuiDockNodeSettings
15631
{
15632
    ImGuiID             ID;
15633
    ImGuiID             ParentNodeId;
15634
    ImGuiID             ParentWindowId;
15635
    ImGuiID             SelectedTabId;
15636
    signed char         SplitAxis;
15637
    char                Depth;
15638
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15639
    ImVec2ih            Pos;
15640
    ImVec2ih            Size;
15641
    ImVec2ih            SizeRef;
15642
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15643
};
15644
15645
//-----------------------------------------------------------------------------
15646
// Docking: Forward Declarations
15647
//-----------------------------------------------------------------------------
15648
15649
namespace ImGui
15650
{
15651
    // ImGuiDockContext
15652
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15653
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15654
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15655
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15656
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15657
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15658
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15659
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15660
15661
    // ImGuiDockNode
15662
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15663
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15664
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15665
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15666
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15667
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15668
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15669
    static void             DockNodeUpdate(ImGuiDockNode* node);
15670
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15671
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15672
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15673
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15674
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15675
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15676
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15677
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15678
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15679
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15680
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15681
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15682
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15683
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15684
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15685
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15686
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15687
15688
    // ImGuiDockNode tree manipulations
15689
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15690
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15691
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15692
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15693
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15694
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15695
15696
    // Settings
15697
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15698
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15699
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15700
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15701
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15702
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15703
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15704
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15705
}
15706
15707
//-----------------------------------------------------------------------------
15708
// Docking: ImGuiDockContext
15709
//-----------------------------------------------------------------------------
15710
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15711
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15712
// At boot time only, we run a simple GC to remove nodes that have no references.
15713
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15714
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15715
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15716
//-----------------------------------------------------------------------------
15717
// - DockContextInitialize()
15718
// - DockContextShutdown()
15719
// - DockContextClearNodes()
15720
// - DockContextRebuildNodes()
15721
// - DockContextNewFrameUpdateUndocking()
15722
// - DockContextNewFrameUpdateDocking()
15723
// - DockContextEndFrame()
15724
// - DockContextFindNodeByID()
15725
// - DockContextBindNodeToWindow()
15726
// - DockContextGenNodeID()
15727
// - DockContextAddNode()
15728
// - DockContextRemoveNode()
15729
// - ImGuiDockContextPruneNodeData
15730
// - DockContextPruneUnusedSettingsNodes()
15731
// - DockContextBuildNodesFromSettings()
15732
// - DockContextBuildAddWindowsToNodes()
15733
//-----------------------------------------------------------------------------
15734
15735
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15736
3
{
15737
3
    ImGuiContext& g = *ctx;
15738
15739
    // Add .ini handle for persistent docking data
15740
3
    ImGuiSettingsHandler ini_handler;
15741
3
    ini_handler.TypeName = "Docking";
15742
3
    ini_handler.TypeHash = ImHashStr("Docking");
15743
3
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15744
3
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15745
3
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15746
3
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15747
3
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15748
3
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15749
3
    g.SettingsHandlers.push_back(ini_handler);
15750
15751
3
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15752
3
}
15753
15754
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15755
0
{
15756
0
    ImGuiDockContext* dc = &ctx->DockContext;
15757
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15758
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15759
0
            IM_DELETE(node);
15760
0
}
15761
15762
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15763
0
{
15764
0
    IM_UNUSED(ctx);
15765
0
    IM_ASSERT(ctx == GImGui);
15766
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15767
0
    DockBuilderRemoveNodeChildNodes(root_id);
15768
0
}
15769
15770
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15771
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15772
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15773
0
{
15774
0
    ImGuiContext& g = *ctx;
15775
0
    ImGuiDockContext* dc = &ctx->DockContext;
15776
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15777
0
    SaveIniSettingsToMemory();
15778
0
    ImGuiID root_id = 0; // Rebuild all
15779
0
    DockContextClearNodes(ctx, root_id, false);
15780
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15781
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15782
0
}
15783
15784
// Docking context update function, called by NewFrame()
15785
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15786
59.7k
{
15787
59.7k
    ImGuiContext& g = *ctx;
15788
59.7k
    ImGuiDockContext* dc = &ctx->DockContext;
15789
59.7k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15790
0
    {
15791
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15792
0
            DockContextClearNodes(ctx, 0, true);
15793
0
        return;
15794
0
    }
15795
15796
    // Setting NoSplit at runtime merges all nodes
15797
59.7k
    if (g.IO.ConfigDockingNoSplit)
15798
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15799
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15800
0
                if (node->IsRootNode() && node->IsSplitNode())
15801
0
                {
15802
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15803
                    //dc->WantFullRebuild = true;
15804
0
                }
15805
15806
    // Process full rebuild
15807
#if 0
15808
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15809
        dc->WantFullRebuild = true;
15810
#endif
15811
59.7k
    if (dc->WantFullRebuild)
15812
0
    {
15813
0
        DockContextRebuildNodes(ctx);
15814
0
        dc->WantFullRebuild = false;
15815
0
    }
15816
15817
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15818
59.7k
    for (ImGuiDockRequest& req : dc->Requests)
15819
0
    {
15820
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15821
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15822
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15823
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15824
0
    }
15825
59.7k
}
15826
15827
// Docking context update function, called by NewFrame()
15828
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15829
59.7k
{
15830
59.7k
    ImGuiContext& g = *ctx;
15831
59.7k
    ImGuiDockContext* dc = &ctx->DockContext;
15832
59.7k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15833
0
        return;
15834
15835
    // [DEBUG] Store hovered dock node.
15836
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15837
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15838
59.7k
    g.DebugHoveredDockNode = NULL;
15839
59.7k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15840
403
    {
15841
403
        if (hovered_window->DockNodeAsHost)
15842
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15843
403
        else if (hovered_window->RootWindow->DockNode)
15844
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15845
403
    }
15846
15847
    // Process Docking requests
15848
59.7k
    for (ImGuiDockRequest& req : dc->Requests)
15849
0
        if (req.Type == ImGuiDockRequestType_Dock)
15850
0
            DockContextProcessDock(ctx, &req);
15851
59.7k
    dc->Requests.resize(0);
15852
15853
    // Create windows for each automatic docking nodes
15854
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15855
59.7k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15856
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15857
0
            if (node->IsFloatingNode())
15858
0
                DockNodeUpdate(node);
15859
59.7k
}
15860
15861
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15862
59.7k
{
15863
    // Draw backgrounds of node missing their window
15864
59.7k
    ImGuiContext& g = *ctx;
15865
59.7k
    ImGuiDockContext* dc = &g.DockContext;
15866
59.7k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15867
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15868
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15869
0
            {
15870
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15871
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15872
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15873
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15874
0
            }
15875
59.7k
}
15876
15877
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15878
0
{
15879
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15880
0
}
15881
15882
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15883
0
{
15884
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15885
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15886
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15887
0
    ImGuiID id = 0x0001;
15888
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15889
0
        id++;
15890
0
    return id;
15891
0
}
15892
15893
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15894
0
{
15895
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15896
0
    ImGuiContext& g = *ctx;
15897
0
    if (id == 0)
15898
0
        id = DockContextGenNodeID(ctx);
15899
0
    else
15900
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15901
15902
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15903
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15904
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15905
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15906
0
    return node;
15907
0
}
15908
15909
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15910
0
{
15911
0
    ImGuiContext& g = *ctx;
15912
0
    ImGuiDockContext* dc = &ctx->DockContext;
15913
15914
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15915
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15916
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15917
0
    IM_ASSERT(node->Windows.Size == 0);
15918
15919
0
    if (node->HostWindow)
15920
0
        node->HostWindow->DockNodeAsHost = NULL;
15921
15922
0
    ImGuiDockNode* parent_node = node->ParentNode;
15923
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15924
0
    if (merge)
15925
0
    {
15926
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15927
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15928
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15929
0
    }
15930
0
    else
15931
0
    {
15932
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15933
0
            if (parent_node->ChildNodes[n] == node)
15934
0
                node->ParentNode->ChildNodes[n] = NULL;
15935
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15936
0
        IM_DELETE(node);
15937
0
    }
15938
0
}
15939
15940
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15941
0
{
15942
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15943
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15944
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15945
0
}
15946
15947
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15948
struct ImGuiDockContextPruneNodeData
15949
{
15950
    int         CountWindows, CountChildWindows, CountChildNodes;
15951
    ImGuiID     RootId;
15952
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15953
};
15954
15955
// Garbage collect unused nodes (run once at init time)
15956
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15957
0
{
15958
0
    ImGuiContext& g = *ctx;
15959
0
    ImGuiDockContext* dc = &ctx->DockContext;
15960
0
    IM_ASSERT(g.Windows.Size == 0);
15961
15962
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15963
0
    pool.Reserve(dc->NodesSettings.Size);
15964
15965
    // Count child nodes and compute RootID
15966
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15967
0
    {
15968
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15969
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15970
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15971
0
        if (settings->ParentNodeId)
15972
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15973
0
    }
15974
15975
    // Count reference to dock ids from dockspaces
15976
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15977
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15978
0
    {
15979
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15980
0
        if (settings->ParentWindowId != 0)
15981
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15982
0
                if (window_settings->DockId)
15983
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15984
0
                        data->CountChildNodes++;
15985
0
    }
15986
15987
    // Count reference to dock ids from window settings
15988
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15989
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15990
0
        if (ImGuiID dock_id = settings->DockId)
15991
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15992
0
            {
15993
0
                data->CountWindows++;
15994
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15995
0
                    data_root->CountChildWindows++;
15996
0
            }
15997
15998
    // Prune
15999
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
16000
0
    {
16001
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
16002
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
16003
0
        if (data->CountWindows > 1)
16004
0
            continue;
16005
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
16006
16007
0
        bool remove = false;
16008
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
16009
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
16010
0
        remove |= (data_root->CountChildWindows == 0);
16011
0
        if (remove)
16012
0
        {
16013
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
16014
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
16015
0
            settings->ID = 0;
16016
0
        }
16017
0
    }
16018
0
}
16019
16020
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
16021
0
{
16022
    // Build nodes
16023
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
16024
0
    {
16025
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
16026
0
        if (settings->ID == 0)
16027
0
            continue;
16028
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
16029
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
16030
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
16031
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
16032
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
16033
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
16034
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
16035
0
            node->ParentNode->ChildNodes[0] = node;
16036
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
16037
0
            node->ParentNode->ChildNodes[1] = node;
16038
0
        node->SelectedTabId = settings->SelectedTabId;
16039
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
16040
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
16041
16042
        // Bind host window immediately if it already exist (in case of a rebuild)
16043
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
16044
0
        char host_window_title[20];
16045
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16046
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
16047
0
    }
16048
0
}
16049
16050
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
16051
0
{
16052
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
16053
0
    ImGuiContext& g = *ctx;
16054
0
    for (ImGuiWindow* window : g.Windows)
16055
0
    {
16056
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
16057
0
            continue;
16058
0
        if (window->DockNode != NULL)
16059
0
            continue;
16060
16061
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
16062
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
16063
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
16064
0
            DockNodeAddWindow(node, window, true);
16065
0
    }
16066
0
}
16067
16068
//-----------------------------------------------------------------------------
16069
// Docking: ImGuiDockContext Docking/Undocking functions
16070
//-----------------------------------------------------------------------------
16071
// - DockContextQueueDock()
16072
// - DockContextQueueUndockWindow()
16073
// - DockContextQueueUndockNode()
16074
// - DockContextQueueNotifyRemovedNode()
16075
// - DockContextProcessDock()
16076
// - DockContextProcessUndockWindow()
16077
// - DockContextProcessUndockNode()
16078
// - DockContextCalcDropPosForDocking()
16079
//-----------------------------------------------------------------------------
16080
16081
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
16082
0
{
16083
0
    IM_ASSERT(target != payload);
16084
0
    ImGuiDockRequest req;
16085
0
    req.Type = ImGuiDockRequestType_Dock;
16086
0
    req.DockTargetWindow = target;
16087
0
    req.DockTargetNode = target_node;
16088
0
    req.DockPayload = payload;
16089
0
    req.DockSplitDir = split_dir;
16090
0
    req.DockSplitRatio = split_ratio;
16091
0
    req.DockSplitOuter = split_outer;
16092
0
    ctx->DockContext.Requests.push_back(req);
16093
0
}
16094
16095
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
16096
0
{
16097
0
    ImGuiDockRequest req;
16098
0
    req.Type = ImGuiDockRequestType_Undock;
16099
0
    req.UndockTargetWindow = window;
16100
0
    ctx->DockContext.Requests.push_back(req);
16101
0
}
16102
16103
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
16104
0
{
16105
0
    ImGuiDockRequest req;
16106
0
    req.Type = ImGuiDockRequestType_Undock;
16107
0
    req.UndockTargetNode = node;
16108
0
    ctx->DockContext.Requests.push_back(req);
16109
0
}
16110
16111
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
16112
0
{
16113
0
    ImGuiDockContext* dc = &ctx->DockContext;
16114
0
    for (ImGuiDockRequest& req : dc->Requests)
16115
0
        if (req.DockTargetNode == node)
16116
0
            req.Type = ImGuiDockRequestType_None;
16117
0
}
16118
16119
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
16120
0
{
16121
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
16122
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
16123
16124
0
    ImGuiContext& g = *ctx;
16125
0
    IM_UNUSED(g);
16126
16127
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
16128
0
    ImGuiWindow* target_window = req->DockTargetWindow;
16129
0
    ImGuiDockNode* node = req->DockTargetNode;
16130
0
    if (payload_window)
16131
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
16132
0
    else
16133
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
16134
16135
    // Decide which Tab will be selected at the end of the operation
16136
0
    ImGuiID next_selected_id = 0;
16137
0
    ImGuiDockNode* payload_node = NULL;
16138
0
    if (payload_window)
16139
0
    {
16140
0
        payload_node = payload_window->DockNodeAsHost;
16141
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
16142
0
        if (payload_node && payload_node->IsLeafNode())
16143
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
16144
0
        if (payload_node == NULL)
16145
0
            next_selected_id = payload_window->TabId;
16146
0
    }
16147
16148
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
16149
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
16150
0
    if (node)
16151
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
16152
0
    if (node && target_window && node == target_window->DockNodeAsHost)
16153
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
16154
16155
    // Create new node and add existing window to it
16156
0
    if (node == NULL)
16157
0
    {
16158
0
        node = DockContextAddNode(ctx, 0);
16159
0
        node->Pos = target_window->Pos;
16160
0
        node->Size = target_window->Size;
16161
0
        if (target_window->DockNodeAsHost == NULL)
16162
0
        {
16163
0
            DockNodeAddWindow(node, target_window, true);
16164
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
16165
0
            target_window->DockIsActive = true;
16166
0
        }
16167
0
    }
16168
16169
0
    ImGuiDir split_dir = req->DockSplitDir;
16170
0
    if (split_dir != ImGuiDir_None)
16171
0
    {
16172
        // Split into two, one side will be our payload node unless we are dropping a loose window
16173
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16174
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
16175
0
        const float split_ratio = req->DockSplitRatio;
16176
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
16177
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
16178
0
        new_node->HostWindow = node->HostWindow;
16179
0
        node = new_node;
16180
0
    }
16181
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16182
16183
0
    if (node != payload_node)
16184
0
    {
16185
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
16186
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
16187
0
        {
16188
0
            DockNodeAddTabBar(node);
16189
0
            for (int n = 0; n < node->Windows.Size; n++)
16190
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16191
0
        }
16192
16193
0
        if (payload_node != NULL)
16194
0
        {
16195
            // Transfer full payload node (with 1+ child windows or child nodes)
16196
0
            if (payload_node->IsSplitNode())
16197
0
            {
16198
0
                if (node->Windows.Size > 0)
16199
0
                {
16200
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
16201
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
16202
                    // This allows us to preserve some of the underlying dock tree settings nicely.
16203
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
16204
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
16205
0
                    if (visible_node->TabBar)
16206
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
16207
0
                    DockNodeMoveWindows(node, visible_node);
16208
0
                    DockNodeMoveWindows(visible_node, node);
16209
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
16210
0
                }
16211
0
                if (node->IsCentralNode())
16212
0
                {
16213
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
16214
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
16215
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
16216
0
                    IM_ASSERT(last_focused_node != NULL);
16217
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
16218
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
16219
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
16220
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
16221
0
                    last_focused_root_node->CentralNode = last_focused_node;
16222
0
                }
16223
16224
0
                IM_ASSERT(node->Windows.Size == 0);
16225
0
                DockNodeMoveChildNodes(node, payload_node);
16226
0
            }
16227
0
            else
16228
0
            {
16229
0
                const ImGuiID payload_dock_id = payload_node->ID;
16230
0
                DockNodeMoveWindows(node, payload_node);
16231
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
16232
0
            }
16233
0
            DockContextRemoveNode(ctx, payload_node, true);
16234
0
        }
16235
0
        else if (payload_window)
16236
0
        {
16237
            // Transfer single window
16238
0
            const ImGuiID payload_dock_id = payload_window->DockId;
16239
0
            node->VisibleWindow = payload_window;
16240
0
            DockNodeAddWindow(node, payload_window, true);
16241
0
            if (payload_dock_id != 0)
16242
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
16243
0
        }
16244
0
    }
16245
0
    else
16246
0
    {
16247
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
16248
0
        node->WantHiddenTabBarUpdate = true;
16249
0
    }
16250
16251
    // Update selection immediately
16252
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
16253
0
        tab_bar->NextSelectedTabId = next_selected_id;
16254
0
    MarkIniSettingsDirty();
16255
0
}
16256
16257
// Problem:
16258
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
16259
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
16260
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
16261
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
16262
// Solution:
16263
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
16264
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
16265
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
16266
0
{
16267
0
    if (ref_viewport == NULL)
16268
0
        return size;
16269
16270
0
    ImGuiContext& g = *GImGui;
16271
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
16272
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
16273
0
    {
16274
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
16275
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
16276
0
    }
16277
0
    return ImMin(size, max_size);
16278
0
}
16279
16280
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
16281
0
{
16282
0
    ImGuiContext& g = *ctx;
16283
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
16284
0
    if (window->DockNode)
16285
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
16286
0
    else
16287
0
        window->DockId = 0;
16288
0
    window->Collapsed = false;
16289
0
    window->DockIsActive = false;
16290
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
16291
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
16292
16293
0
    MarkIniSettingsDirty();
16294
0
}
16295
16296
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
16297
0
{
16298
0
    ImGuiContext& g = *ctx;
16299
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
16300
0
    IM_ASSERT(node->IsLeafNode());
16301
0
    IM_ASSERT(node->Windows.Size >= 1);
16302
16303
0
    if (node->IsRootNode() || node->IsCentralNode())
16304
0
    {
16305
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
16306
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
16307
0
        new_node->Pos = node->Pos;
16308
0
        new_node->Size = node->Size;
16309
0
        new_node->SizeRef = node->SizeRef;
16310
0
        DockNodeMoveWindows(new_node, node);
16311
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
16312
0
        node = new_node;
16313
0
    }
16314
0
    else
16315
0
    {
16316
        // Otherwise extract our node and merge our sibling back into the parent node.
16317
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16318
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
16319
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
16320
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
16321
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
16322
0
        node->ParentNode = NULL;
16323
0
    }
16324
0
    for (ImGuiWindow* window : node->Windows)
16325
0
    {
16326
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16327
0
        if (window->ParentWindow)
16328
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
16329
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
16330
0
    }
16331
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16332
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
16333
0
    node->WantMouseMove = true;
16334
0
    MarkIniSettingsDirty();
16335
0
}
16336
16337
// This is mostly used for automation.
16338
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
16339
0
{
16340
0
    if (target != NULL && target_node == NULL)
16341
0
        target_node = target->DockNode;
16342
16343
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
16344
    // (which would be functionally identical) we only show the outer one. Reflect this here.
16345
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
16346
0
        split_outer = true;
16347
0
    ImGuiDockPreviewData split_data;
16348
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
16349
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
16350
0
        return false;
16351
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
16352
0
    return true;
16353
0
}
16354
16355
//-----------------------------------------------------------------------------
16356
// Docking: ImGuiDockNode
16357
//-----------------------------------------------------------------------------
16358
// - DockNodeGetTabOrder()
16359
// - DockNodeAddWindow()
16360
// - DockNodeRemoveWindow()
16361
// - DockNodeMoveChildNodes()
16362
// - DockNodeMoveWindows()
16363
// - DockNodeApplyPosSizeToWindows()
16364
// - DockNodeHideHostWindow()
16365
// - ImGuiDockNodeFindInfoResults
16366
// - DockNodeFindInfo()
16367
// - DockNodeFindWindowByID()
16368
// - DockNodeUpdateFlagsAndCollapse()
16369
// - DockNodeUpdateHasCentralNodeFlag()
16370
// - DockNodeUpdateVisibleFlag()
16371
// - DockNodeStartMouseMovingWindow()
16372
// - DockNodeUpdate()
16373
// - DockNodeUpdateWindowMenu()
16374
// - DockNodeBeginAmendTabBar()
16375
// - DockNodeEndAmendTabBar()
16376
// - DockNodeUpdateTabBar()
16377
// - DockNodeAddTabBar()
16378
// - DockNodeRemoveTabBar()
16379
// - DockNodeIsDropAllowedOne()
16380
// - DockNodeIsDropAllowed()
16381
// - DockNodeCalcTabBarLayout()
16382
// - DockNodeCalcSplitRects()
16383
// - DockNodeCalcDropRectsAndTestMousePos()
16384
// - DockNodePreviewDockSetup()
16385
// - DockNodePreviewDockRender()
16386
//-----------------------------------------------------------------------------
16387
16388
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16389
0
{
16390
0
    ID = id;
16391
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16392
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16393
0
    TabBar = NULL;
16394
0
    SplitAxis = ImGuiAxis_None;
16395
16396
0
    State = ImGuiDockNodeState_Unknown;
16397
0
    LastBgColor = IM_COL32_WHITE;
16398
0
    HostWindow = VisibleWindow = NULL;
16399
0
    CentralNode = OnlyNodeWithWindows = NULL;
16400
0
    CountNodeWithWindows = 0;
16401
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16402
0
    LastFocusedNodeId = 0;
16403
0
    SelectedTabId = 0;
16404
0
    WantCloseTabId = 0;
16405
0
    RefViewportId = 0;
16406
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16407
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16408
0
    IsVisible = true;
16409
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16410
0
    IsBgDrawnThisFrame = false;
16411
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16412
0
}
16413
16414
ImGuiDockNode::~ImGuiDockNode()
16415
0
{
16416
0
    IM_DELETE(TabBar);
16417
0
    TabBar = NULL;
16418
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16419
0
}
16420
16421
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16422
0
{
16423
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16424
0
    if (tab_bar == NULL)
16425
0
        return -1;
16426
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16427
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16428
0
}
16429
16430
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16431
0
{
16432
0
    window->Hidden = true;
16433
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16434
0
}
16435
16436
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16437
0
{
16438
0
    ImGuiContext& g = *GImGui; (void)g;
16439
0
    if (window->DockNode)
16440
0
    {
16441
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16442
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16443
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16444
0
    }
16445
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16446
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16447
16448
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16449
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16450
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16451
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16452
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16453
16454
0
    node->Windows.push_back(window);
16455
0
    node->WantHiddenTabBarUpdate = true;
16456
0
    window->DockNode = node;
16457
0
    window->DockId = node->ID;
16458
0
    window->DockIsActive = (node->Windows.Size > 1);
16459
0
    window->DockTabWantClose = false;
16460
16461
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16462
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16463
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16464
0
    {
16465
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16466
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16467
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16468
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16469
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16470
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16471
0
    }
16472
16473
    // Add to tab bar if requested
16474
0
    if (add_to_tab_bar)
16475
0
    {
16476
0
        if (node->TabBar == NULL)
16477
0
        {
16478
0
            DockNodeAddTabBar(node);
16479
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16480
16481
            // Add existing windows
16482
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16483
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16484
0
        }
16485
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16486
0
    }
16487
16488
0
    DockNodeUpdateVisibleFlag(node);
16489
16490
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16491
0
    if (node->HostWindow)
16492
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16493
0
}
16494
16495
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16496
0
{
16497
0
    ImGuiContext& g = *GImGui;
16498
0
    IM_ASSERT(window->DockNode == node);
16499
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16500
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16501
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16502
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16503
16504
0
    window->DockNode = NULL;
16505
0
    window->DockIsActive = window->DockTabWantClose = false;
16506
0
    window->DockId = save_dock_id;
16507
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16508
0
    if (window->ParentWindow)
16509
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16510
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16511
16512
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16513
0
    {
16514
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16515
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16516
0
        window->Viewport = NULL;
16517
0
        window->ViewportId = 0;
16518
0
        window->ViewportOwned = false;
16519
0
        window->Hidden = true;
16520
0
    }
16521
16522
    // Remove window
16523
0
    bool erased = false;
16524
0
    for (int n = 0; n < node->Windows.Size; n++)
16525
0
        if (node->Windows[n] == window)
16526
0
        {
16527
0
            node->Windows.erase(node->Windows.Data + n);
16528
0
            erased = true;
16529
0
            break;
16530
0
        }
16531
0
    if (!erased)
16532
0
        IM_ASSERT(erased);
16533
0
    if (node->VisibleWindow == window)
16534
0
        node->VisibleWindow = NULL;
16535
16536
    // Remove tab and possibly tab bar
16537
0
    node->WantHiddenTabBarUpdate = true;
16538
0
    if (node->TabBar)
16539
0
    {
16540
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16541
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16542
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16543
0
            DockNodeRemoveTabBar(node);
16544
0
    }
16545
16546
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16547
0
    {
16548
        // Automatic dock node delete themselves if they are not holding at least one tab
16549
0
        DockContextRemoveNode(&g, node, true);
16550
0
        return;
16551
0
    }
16552
16553
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16554
0
    {
16555
0
        ImGuiWindow* remaining_window = node->Windows[0];
16556
        // Note: we used to transport viewport ownership here.
16557
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16558
0
    }
16559
16560
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16561
0
    DockNodeUpdateVisibleFlag(node);
16562
0
}
16563
16564
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16565
0
{
16566
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16567
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16568
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16569
0
    if (dst_node->ChildNodes[0])
16570
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16571
0
    if (dst_node->ChildNodes[1])
16572
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16573
0
    dst_node->SplitAxis = src_node->SplitAxis;
16574
0
    dst_node->SizeRef = src_node->SizeRef;
16575
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16576
0
}
16577
16578
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16579
0
{
16580
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16581
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16582
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16583
0
    if (src_tab_bar != NULL)
16584
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16585
16586
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16587
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16588
0
    if (move_tab_bar)
16589
0
    {
16590
0
        dst_node->TabBar = src_node->TabBar;
16591
0
        src_node->TabBar = NULL;
16592
0
    }
16593
16594
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16595
0
    for (ImGuiWindow* window : src_node->Windows)
16596
0
    {
16597
0
        window->DockNode = NULL;
16598
0
        window->DockIsActive = false;
16599
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16600
0
    }
16601
0
    src_node->Windows.clear();
16602
16603
0
    if (!move_tab_bar && src_node->TabBar)
16604
0
    {
16605
0
        if (dst_node->TabBar)
16606
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16607
0
        DockNodeRemoveTabBar(src_node);
16608
0
    }
16609
0
}
16610
16611
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16612
0
{
16613
0
    for (ImGuiWindow* window : node->Windows)
16614
0
    {
16615
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16616
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16617
0
    }
16618
0
}
16619
16620
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16621
0
{
16622
0
    if (node->HostWindow)
16623
0
    {
16624
0
        if (node->HostWindow->DockNodeAsHost == node)
16625
0
            node->HostWindow->DockNodeAsHost = NULL;
16626
0
        node->HostWindow = NULL;
16627
0
    }
16628
16629
0
    if (node->Windows.Size == 1)
16630
0
    {
16631
0
        node->VisibleWindow = node->Windows[0];
16632
0
        node->Windows[0]->DockIsActive = false;
16633
0
    }
16634
16635
0
    if (node->TabBar)
16636
0
        DockNodeRemoveTabBar(node);
16637
0
}
16638
16639
// Search function called once by root node in DockNodeUpdate()
16640
struct ImGuiDockNodeTreeInfo
16641
{
16642
    ImGuiDockNode*      CentralNode;
16643
    ImGuiDockNode*      FirstNodeWithWindows;
16644
    int                 CountNodesWithWindows;
16645
    //ImGuiWindowClass  WindowClassForMerges;
16646
16647
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16648
};
16649
16650
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16651
0
{
16652
0
    if (node->Windows.Size > 0)
16653
0
    {
16654
0
        if (info->FirstNodeWithWindows == NULL)
16655
0
            info->FirstNodeWithWindows = node;
16656
0
        info->CountNodesWithWindows++;
16657
0
    }
16658
0
    if (node->IsCentralNode())
16659
0
    {
16660
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16661
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16662
0
        info->CentralNode = node;
16663
0
    }
16664
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16665
0
        return;
16666
0
    if (node->ChildNodes[0])
16667
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16668
0
    if (node->ChildNodes[1])
16669
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16670
0
}
16671
16672
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16673
0
{
16674
0
    IM_ASSERT(id != 0);
16675
0
    for (ImGuiWindow* window : node->Windows)
16676
0
        if (window->ID == id)
16677
0
            return window;
16678
0
    return NULL;
16679
0
}
16680
16681
// - Remove inactive windows/nodes.
16682
// - Update visibility flag.
16683
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16684
0
{
16685
0
    ImGuiContext& g = *GImGui;
16686
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16687
16688
    // Inherit most flags
16689
0
    if (node->ParentNode)
16690
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16691
16692
    // Recurse into children
16693
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16694
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16695
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16696
0
    node->HasCentralNodeChild = false;
16697
0
    if (node->ChildNodes[0])
16698
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16699
0
    if (node->ChildNodes[1])
16700
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16701
16702
    // Remove inactive windows, collapse nodes
16703
    // Merge node flags overrides stored in windows
16704
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16705
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16706
0
    {
16707
0
        ImGuiWindow* window = node->Windows[window_n];
16708
0
        IM_ASSERT(window->DockNode == node);
16709
16710
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16711
0
        bool remove = false;
16712
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16713
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16714
0
        remove |= (window->DockTabWantClose);
16715
0
        if (remove)
16716
0
        {
16717
0
            window->DockTabWantClose = false;
16718
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16719
0
            {
16720
0
                DockNodeHideHostWindow(node);
16721
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16722
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16723
0
                return;
16724
0
            }
16725
0
            DockNodeRemoveWindow(node, window, node->ID);
16726
0
            window_n--;
16727
0
            continue;
16728
0
        }
16729
16730
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16731
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16732
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16733
0
    }
16734
0
    node->UpdateMergedFlags();
16735
16736
    // Auto-hide tab bar option
16737
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16738
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16739
0
        node->WantHiddenTabBarToggle = true;
16740
0
    node->WantHiddenTabBarUpdate = false;
16741
16742
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16743
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16744
0
        node->WantHiddenTabBarToggle = false;
16745
16746
    // Apply toggles at a single point of the frame (here!)
16747
0
    if (node->Windows.Size > 1)
16748
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16749
0
    else if (node->WantHiddenTabBarToggle)
16750
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16751
0
    node->WantHiddenTabBarToggle = false;
16752
16753
0
    DockNodeUpdateVisibleFlag(node);
16754
0
}
16755
16756
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16757
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16758
0
{
16759
0
    node->HasCentralNodeChild = false;
16760
0
    if (node->ChildNodes[0])
16761
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16762
0
    if (node->ChildNodes[1])
16763
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16764
0
    if (node->IsRootNode())
16765
0
    {
16766
0
        ImGuiDockNode* mark_node = node->CentralNode;
16767
0
        while (mark_node)
16768
0
        {
16769
0
            mark_node->HasCentralNodeChild = true;
16770
0
            mark_node = mark_node->ParentNode;
16771
0
        }
16772
0
    }
16773
0
}
16774
16775
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16776
0
{
16777
    // Update visibility flag
16778
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16779
0
    is_visible |= (node->Windows.Size > 0);
16780
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16781
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16782
0
    node->IsVisible = is_visible;
16783
0
}
16784
16785
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16786
0
{
16787
0
    ImGuiContext& g = *GImGui;
16788
0
    IM_ASSERT(node->WantMouseMove == true);
16789
0
    StartMouseMovingWindow(window);
16790
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16791
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16792
0
    node->WantMouseMove = false;
16793
0
}
16794
16795
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16796
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16797
0
{
16798
0
    DockNodeUpdateFlagsAndCollapse(node);
16799
16800
    // - Setup central node pointers
16801
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16802
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16803
0
    ImGuiDockNodeTreeInfo info;
16804
0
    DockNodeFindInfo(node, &info);
16805
0
    node->CentralNode = info.CentralNode;
16806
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16807
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16808
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16809
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16810
16811
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16812
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16813
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16814
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16815
0
    {
16816
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16817
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16818
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16819
0
            {
16820
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16821
0
                break;
16822
0
            }
16823
0
    }
16824
16825
0
    ImGuiDockNode* mark_node = node->CentralNode;
16826
0
    while (mark_node)
16827
0
    {
16828
0
        mark_node->HasCentralNodeChild = true;
16829
0
        mark_node = mark_node->ParentNode;
16830
0
    }
16831
0
}
16832
16833
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16834
0
{
16835
    // Remove ourselves from any previous different host window
16836
    // This can happen if a user mistakenly does (see #4295 for details):
16837
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16838
    //  - N+1: NewFrame()                   // will create floating host window for that node
16839
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16840
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16841
0
        node->HostWindow->DockNodeAsHost = NULL;
16842
16843
0
    host_window->DockNodeAsHost = node;
16844
0
    node->HostWindow = host_window;
16845
0
}
16846
16847
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16848
0
{
16849
0
    ImGuiContext& g = *GImGui;
16850
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16851
0
    node->LastFrameAlive = g.FrameCount;
16852
0
    node->IsBgDrawnThisFrame = false;
16853
16854
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16855
0
    if (node->IsRootNode())
16856
0
        DockNodeUpdateForRootNode(node);
16857
16858
    // Remove tab bar if not needed
16859
0
    if (node->TabBar && node->IsNoTabBar())
16860
0
        DockNodeRemoveTabBar(node);
16861
16862
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16863
0
    bool want_to_hide_host_window = false;
16864
0
    if (node->IsFloatingNode())
16865
0
    {
16866
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16867
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16868
0
                want_to_hide_host_window = true;
16869
0
        if (node->CountNodeWithWindows == 0)
16870
0
            want_to_hide_host_window = true;
16871
0
    }
16872
0
    if (want_to_hide_host_window)
16873
0
    {
16874
0
        if (node->Windows.Size == 1)
16875
0
        {
16876
            // Floating window pos/size is authoritative
16877
0
            ImGuiWindow* single_window = node->Windows[0];
16878
0
            node->Pos = single_window->Pos;
16879
0
            node->Size = single_window->SizeFull;
16880
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16881
16882
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16883
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16884
0
                FocusWindow(single_window);
16885
0
            if (node->HostWindow)
16886
0
            {
16887
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16888
0
                single_window->Viewport = node->HostWindow->Viewport;
16889
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16890
0
                if (node->HostWindow->ViewportOwned)
16891
0
                {
16892
0
                    single_window->Viewport->ID = single_window->ID;
16893
0
                    single_window->Viewport->Window = single_window;
16894
0
                    single_window->ViewportOwned = true;
16895
0
                }
16896
0
            }
16897
0
            node->RefViewportId = single_window->ViewportId;
16898
0
        }
16899
16900
0
        DockNodeHideHostWindow(node);
16901
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16902
0
        node->WantCloseAll = false;
16903
0
        node->WantCloseTabId = 0;
16904
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16905
0
        node->LastFrameActive = g.FrameCount;
16906
16907
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16908
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16909
0
        return;
16910
0
    }
16911
16912
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16913
    // while the expected visible window is resizing itself.
16914
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16915
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16916
    //   N+0: Begin(): window created (with no known size), node is created
16917
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16918
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16919
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16920
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16921
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16922
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16923
0
    {
16924
0
        IM_ASSERT(node->Windows.Size > 0);
16925
0
        ImGuiWindow* ref_window = NULL;
16926
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16927
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16928
0
        if (ref_window == NULL)
16929
0
            ref_window = node->Windows[0];
16930
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16931
0
        {
16932
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16933
0
            return;
16934
0
        }
16935
0
    }
16936
16937
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16938
16939
    // Decide if the node will have a close button and a window menu button
16940
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16941
0
    node->HasCloseButton = false;
16942
0
    for (ImGuiWindow* window : node->Windows)
16943
0
    {
16944
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16945
0
        node->HasCloseButton |= window->HasCloseButton;
16946
0
        window->DockIsActive = (node->Windows.Size > 1);
16947
0
    }
16948
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16949
0
        node->HasCloseButton = false;
16950
16951
    // Bind or create host window
16952
0
    ImGuiWindow* host_window = NULL;
16953
0
    bool beginned_into_host_window = false;
16954
0
    if (node->IsDockSpace())
16955
0
    {
16956
        // [Explicit root dockspace node]
16957
0
        IM_ASSERT(node->HostWindow);
16958
0
        host_window = node->HostWindow;
16959
0
    }
16960
0
    else
16961
0
    {
16962
        // [Automatic root or child nodes]
16963
0
        if (node->IsRootNode() && node->IsVisible)
16964
0
        {
16965
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16966
16967
            // Sync Pos
16968
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16969
0
                SetNextWindowPos(ref_window->Pos);
16970
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16971
0
                SetNextWindowPos(node->Pos);
16972
16973
            // Sync Size
16974
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16975
0
                SetNextWindowSize(ref_window->SizeFull);
16976
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16977
0
                SetNextWindowSize(node->Size);
16978
16979
            // Sync Collapsed
16980
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16981
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16982
16983
            // Sync Viewport
16984
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16985
0
                SetNextWindowViewport(ref_window->ViewportId);
16986
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16987
0
                SetNextWindowViewport(node->RefViewportId);
16988
16989
0
            SetNextWindowClass(&node->WindowClass);
16990
16991
            // Begin into the host window
16992
0
            char window_label[20];
16993
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16994
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16995
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16996
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16997
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16998
16999
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
17000
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
17001
0
            Begin(window_label, NULL, window_flags);
17002
0
            PopStyleVar();
17003
0
            beginned_into_host_window = true;
17004
17005
0
            host_window = g.CurrentWindow;
17006
0
            DockNodeSetupHostWindow(node, host_window);
17007
0
            host_window->DC.CursorPos = host_window->Pos;
17008
0
            node->Pos = host_window->Pos;
17009
0
            node->Size = host_window->Size;
17010
17011
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
17012
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
17013
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
17014
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
17015
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
17016
            // after the dock host window, losing their top-most status.
17017
0
            if (node->HostWindow->Appearing)
17018
0
                BringWindowToDisplayFront(node->HostWindow);
17019
17020
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17021
0
        }
17022
0
        else if (node->ParentNode)
17023
0
        {
17024
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
17025
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17026
0
        }
17027
0
        if (node->WantMouseMove && node->HostWindow)
17028
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
17029
0
    }
17030
0
    node->RefViewportId = 0; // Clear when we have a host window
17031
17032
    // Update focused node (the one whose title bar is highlight) within a node tree
17033
0
    if (node->IsSplitNode())
17034
0
        IM_ASSERT(node->TabBar == NULL);
17035
0
    if (node->IsRootNode())
17036
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
17037
0
            while (p_window != NULL && p_window->DockNode != NULL)
17038
0
            {
17039
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
17040
0
                if (p_node == node)
17041
0
                {
17042
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
17043
0
                    break;
17044
0
                }
17045
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
17046
0
            }
17047
17048
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
17049
0
    ImGuiDockNode* central_node = node->CentralNode;
17050
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
17051
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
17052
0
    if (central_node_hole)
17053
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
17054
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
17055
0
                central_node_hole_register_hit_test_hole = false;
17056
0
    if (central_node_hole_register_hit_test_hole)
17057
0
    {
17058
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
17059
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
17060
        // covering passthru node we'd have a gap on the edge not covered by the hole)
17061
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
17062
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
17063
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
17064
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
17065
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
17066
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
17067
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
17068
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
17069
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
17070
0
        if (central_node_hole && !hole_rect.IsInverted())
17071
0
        {
17072
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
17073
0
            if (host_window->ParentWindow)
17074
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
17075
0
        }
17076
0
    }
17077
17078
    // Update position/size, process and draw resizing splitters
17079
0
    if (node->IsRootNode() && host_window)
17080
0
    {
17081
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
17082
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
17083
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
17084
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
17085
0
        DockNodeTreeUpdateSplitter(node);
17086
0
        PopStyleColor(3);
17087
0
    }
17088
17089
    // Draw empty node background (currently can only be the Central Node)
17090
0
    if (host_window && node->IsEmpty() && node->IsVisible)
17091
0
    {
17092
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
17093
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
17094
0
        if (node->LastBgColor != 0)
17095
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
17096
0
        node->IsBgDrawnThisFrame = true;
17097
0
    }
17098
17099
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
17100
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
17101
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
17102
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
17103
0
    if (render_dockspace_bg && node->IsVisible)
17104
0
    {
17105
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
17106
0
        if (central_node_hole)
17107
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
17108
0
        else
17109
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
17110
0
    }
17111
17112
    // Draw and populate Tab Bar
17113
0
    if (host_window)
17114
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
17115
0
    if (host_window && node->Windows.Size > 0)
17116
0
    {
17117
0
        DockNodeUpdateTabBar(node, host_window);
17118
0
    }
17119
0
    else
17120
0
    {
17121
0
        node->WantCloseAll = false;
17122
0
        node->WantCloseTabId = 0;
17123
0
        node->IsFocused = false;
17124
0
    }
17125
0
    if (node->TabBar && node->TabBar->SelectedTabId)
17126
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
17127
0
    else if (node->Windows.Size > 0)
17128
0
        node->SelectedTabId = node->Windows[0]->TabId;
17129
17130
    // Draw payload drop target
17131
0
    if (host_window && node->IsVisible)
17132
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
17133
0
            BeginDockableDragDropTarget(host_window);
17134
17135
    // We update this after DockNodeUpdateTabBar()
17136
0
    node->LastFrameActive = g.FrameCount;
17137
17138
    // Recurse into children
17139
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
17140
0
    if (host_window)
17141
0
    {
17142
0
        if (node->ChildNodes[0])
17143
0
            DockNodeUpdate(node->ChildNodes[0]);
17144
0
        if (node->ChildNodes[1])
17145
0
            DockNodeUpdate(node->ChildNodes[1]);
17146
17147
        // Render outer borders last (after the tab bar)
17148
0
        if (node->IsRootNode())
17149
0
            RenderWindowOuterBorders(host_window);
17150
0
    }
17151
17152
    // End host window
17153
0
    if (beginned_into_host_window) //-V1020
17154
0
        End();
17155
0
}
17156
17157
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
17158
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
17159
0
{
17160
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
17161
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
17162
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
17163
0
        return d;
17164
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
17165
0
}
17166
17167
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
17168
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
17169
// Custom overrides may want to decorate, group, sort entries.
17170
// Please note those are internal structures: if you copy this expect occasional breakage.
17171
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
17172
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
17173
0
{
17174
0
    IM_UNUSED(ctx);
17175
0
    if (tab_bar->Tabs.Size == 1)
17176
0
    {
17177
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
17178
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
17179
0
            node->WantHiddenTabBarToggle = true;
17180
0
    }
17181
0
    else
17182
0
    {
17183
        // Display a selectable list of windows in this docking node
17184
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
17185
0
        {
17186
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17187
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
17188
0
                continue;
17189
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
17190
0
                TabBarQueueFocus(tab_bar, tab);
17191
0
            SameLine();
17192
0
            Text("   ");
17193
0
        }
17194
0
    }
17195
0
}
17196
17197
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
17198
0
{
17199
    // Try to position the menu so it is more likely to stays within the same viewport
17200
0
    ImGuiContext& g = *GImGui;
17201
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
17202
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
17203
0
    else
17204
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
17205
0
    if (BeginPopup("#WindowMenu"))
17206
0
    {
17207
0
        node->IsFocused = true;
17208
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
17209
0
        EndPopup();
17210
0
    }
17211
0
}
17212
17213
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
17214
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
17215
0
{
17216
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
17217
0
        return false;
17218
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
17219
0
        return false;
17220
0
    if (node->TabBar->ID == 0)
17221
0
        return false;
17222
0
    Begin(node->HostWindow->Name);
17223
0
    PushOverrideID(node->ID);
17224
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
17225
0
    IM_UNUSED(ret);
17226
0
    IM_ASSERT(ret);
17227
0
    return true;
17228
0
}
17229
17230
void ImGui::DockNodeEndAmendTabBar()
17231
0
{
17232
0
    EndTabBar();
17233
0
    PopID();
17234
0
    End();
17235
0
}
17236
17237
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
17238
0
{
17239
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
17240
0
    ImGuiContext& g = *GImGui;
17241
0
    if (g.NavWindowingTarget)
17242
0
        return (g.NavWindowingTarget->DockNode == node);
17243
17244
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
17245
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
17246
0
    {
17247
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
17248
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
17249
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
17250
0
            parent_window = parent_window->ParentWindow->RootWindow;
17251
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
17252
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
17253
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
17254
0
                return true;
17255
0
    }
17256
0
    return false;
17257
0
}
17258
17259
// Submit the tab bar corresponding to a dock node and various housekeeping details.
17260
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
17261
0
{
17262
0
    ImGuiContext& g = *GImGui;
17263
0
    ImGuiStyle& style = g.Style;
17264
17265
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
17266
0
    const bool closed_all = node->WantCloseAll && node_was_active;
17267
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
17268
0
    node->WantCloseAll = false;
17269
0
    node->WantCloseTabId = 0;
17270
17271
    // Decide if we should use a focused title bar color
17272
0
    bool is_focused = false;
17273
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
17274
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
17275
0
        is_focused = true;
17276
17277
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
17278
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
17279
0
    {
17280
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
17281
0
        node->IsFocused = is_focused;
17282
0
        if (is_focused)
17283
0
            node->LastFrameFocused = g.FrameCount;
17284
0
        if (node->VisibleWindow)
17285
0
        {
17286
            // Notify root of visible window (used to display title in OS task bar)
17287
0
            if (is_focused || root_node->VisibleWindow == NULL)
17288
0
                root_node->VisibleWindow = node->VisibleWindow;
17289
0
            if (node->TabBar)
17290
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
17291
0
        }
17292
0
        return;
17293
0
    }
17294
17295
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
17296
0
    bool backup_skip_item = host_window->SkipItems;
17297
0
    if (!node->IsDockSpace())
17298
0
    {
17299
0
        host_window->SkipItems = false;
17300
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
17301
0
    }
17302
17303
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
17304
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
17305
    // as docked windows themselves will override the stack with their own root ID.
17306
0
    PushOverrideID(node->ID);
17307
0
    ImGuiTabBar* tab_bar = node->TabBar;
17308
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
17309
0
    if (tab_bar == NULL)
17310
0
    {
17311
0
        DockNodeAddTabBar(node);
17312
0
        tab_bar = node->TabBar;
17313
0
    }
17314
17315
0
    ImGuiID focus_tab_id = 0;
17316
0
    node->IsFocused = is_focused;
17317
17318
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
17319
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
17320
17321
    // In a dock node, the Collapse Button turns into the Window Menu button.
17322
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
17323
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
17324
0
    {
17325
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
17326
0
        DockNodeWindowMenuUpdate(node, tab_bar);
17327
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
17328
0
            focus_tab_id = tab_bar->NextSelectedTabId;
17329
0
        is_focused |= node->IsFocused;
17330
0
    }
17331
17332
    // Layout
17333
0
    ImRect title_bar_rect, tab_bar_rect;
17334
0
    ImVec2 window_menu_button_pos;
17335
0
    ImVec2 close_button_pos;
17336
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
17337
17338
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
17339
0
    const int tabs_count_old = tab_bar->Tabs.Size;
17340
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17341
0
    {
17342
0
        ImGuiWindow* window = node->Windows[window_n];
17343
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
17344
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
17345
0
    }
17346
17347
    // Title bar
17348
0
    if (is_focused)
17349
0
        node->LastFrameFocused = g.FrameCount;
17350
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
17351
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
17352
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17353
17354
    // Docking/Collapse button
17355
0
    if (has_window_menu_button)
17356
0
    {
17357
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17358
0
            OpenPopup("#WindowMenu");
17359
0
        if (IsItemActive())
17360
0
            focus_tab_id = tab_bar->SelectedTabId;
17361
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17362
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17363
0
    }
17364
17365
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17366
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17367
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17368
0
    {
17369
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17370
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17371
0
        tabs_unsorted_start = tab_n;
17372
0
    }
17373
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17374
0
    {
17375
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17376
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17377
0
        {
17378
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17379
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17380
0
        }
17381
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17382
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17383
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17384
0
    }
17385
17386
    // Apply NavWindow focus back to the tab bar
17387
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17388
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17389
17390
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17391
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17392
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17393
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17394
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17395
17396
    // Begin tab bar
17397
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17398
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17399
0
    if (!host_window->Collapsed && is_focused)
17400
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17401
0
    tab_bar->ID = GetID("#TabBar");
17402
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17403
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17404
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17405
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17406
17407
    // Backup style colors
17408
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17409
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17410
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17411
17412
    // Submit actual tabs
17413
0
    node->VisibleWindow = NULL;
17414
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17415
0
    {
17416
0
        ImGuiWindow* window = node->Windows[window_n];
17417
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17418
0
            continue;
17419
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17420
0
        {
17421
0
            ImGuiTabItemFlags tab_item_flags = 0;
17422
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17423
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17424
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17425
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17426
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17427
17428
            // Apply stored style overrides for the window
17429
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17430
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17431
17432
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17433
0
            bool tab_open = true;
17434
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17435
0
            if (!tab_open)
17436
0
                node->WantCloseTabId = window->TabId;
17437
0
            if (tab_bar->VisibleTabId == window->TabId)
17438
0
                node->VisibleWindow = window;
17439
17440
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17441
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17442
0
            window->DockTabItemRect = g.LastItemData.Rect;
17443
17444
            // Update navigation ID on menu layer
17445
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17446
0
                host_window->NavLastIds[1] = window->TabId;
17447
0
        }
17448
0
    }
17449
17450
    // Restore style colors
17451
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17452
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17453
17454
    // Notify root of visible window (used to display title in OS task bar)
17455
0
    if (node->VisibleWindow)
17456
0
        if (is_focused || root_node->VisibleWindow == NULL)
17457
0
            root_node->VisibleWindow = node->VisibleWindow;
17458
17459
    // Close button (after VisibleWindow was updated)
17460
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17461
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17462
0
    const bool close_button_is_visible = node->HasCloseButton;
17463
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17464
0
    if (close_button_is_visible)
17465
0
    {
17466
0
        if (!close_button_is_enabled)
17467
0
        {
17468
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17469
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17470
0
        }
17471
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17472
0
        {
17473
0
            node->WantCloseAll = true;
17474
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17475
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17476
0
        }
17477
        //if (IsItemActive())
17478
        //    focus_tab_id = tab_bar->SelectedTabId;
17479
0
        if (!close_button_is_enabled)
17480
0
        {
17481
0
            PopStyleColor();
17482
0
            PopItemFlag();
17483
0
        }
17484
0
    }
17485
17486
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17487
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17488
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17489
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17490
0
    {
17491
        // AllowOverlap mode required for appending into dock node tab bar,
17492
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17493
0
        bool held;
17494
0
        KeepAliveID(title_bar_id);
17495
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17496
0
        if (g.HoveredId == title_bar_id)
17497
0
        {
17498
0
            g.LastItemData.ID = title_bar_id;
17499
0
        }
17500
0
        if (held)
17501
0
        {
17502
0
            if (IsMouseClicked(0))
17503
0
                focus_tab_id = tab_bar->SelectedTabId;
17504
17505
            // Forward moving request to selected window
17506
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17507
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17508
0
        }
17509
0
    }
17510
17511
    // Forward focus from host node to selected window
17512
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17513
    //    focus_tab_id = tab_bar->SelectedTabId;
17514
17515
    // When clicked on a tab we requested focus to the docked child
17516
    // This overrides the value set by "forward focus from host node to selected window".
17517
0
    if (tab_bar->NextSelectedTabId)
17518
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17519
17520
    // Apply navigation focus
17521
0
    if (focus_tab_id != 0)
17522
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17523
0
            if (tab->Window)
17524
0
            {
17525
0
                FocusWindow(tab->Window);
17526
0
                NavInitWindow(tab->Window, false);
17527
0
            }
17528
17529
0
    EndTabBar();
17530
0
    PopID();
17531
17532
    // Restore SkipItems flag
17533
0
    if (!node->IsDockSpace())
17534
0
    {
17535
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17536
0
        host_window->SkipItems = backup_skip_item;
17537
0
    }
17538
0
}
17539
17540
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17541
0
{
17542
0
    IM_ASSERT(node->TabBar == NULL);
17543
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17544
0
}
17545
17546
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17547
0
{
17548
0
    if (node->TabBar == NULL)
17549
0
        return;
17550
0
    IM_DELETE(node->TabBar);
17551
0
    node->TabBar = NULL;
17552
0
}
17553
17554
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17555
0
{
17556
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17557
0
        return false;
17558
17559
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17560
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17561
0
    if (host_class->ClassId != payload_class->ClassId)
17562
0
    {
17563
0
        bool pass = false;
17564
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17565
0
            pass = true;
17566
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17567
0
            pass = true;
17568
0
        if (!pass)
17569
0
            return false;
17570
0
    }
17571
17572
    // Prevent docking any window created above a popup
17573
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17574
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17575
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17576
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17577
0
    ImGuiContext& g = *GImGui;
17578
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17579
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17580
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17581
0
                return false;
17582
17583
0
    return true;
17584
0
}
17585
17586
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17587
0
{
17588
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17589
0
        return true;
17590
17591
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17592
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17593
0
    {
17594
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17595
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
17596
0
            return true;
17597
0
    }
17598
0
    return false;
17599
0
}
17600
17601
// window menu button == collapse button when not in a dock node.
17602
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17603
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17604
0
{
17605
0
    ImGuiContext& g = *GImGui;
17606
0
    ImGuiStyle& style = g.Style;
17607
17608
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17609
0
    if (out_title_rect) { *out_title_rect = r; }
17610
17611
0
    r.Min.x += style.WindowBorderSize;
17612
0
    r.Max.x -= style.WindowBorderSize;
17613
17614
0
    float button_sz = g.FontSize;
17615
0
    r.Min.x += style.FramePadding.x;
17616
0
    r.Max.x -= style.FramePadding.x;
17617
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17618
0
    if (node->HasCloseButton)
17619
0
    {
17620
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17621
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17622
0
    }
17623
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17624
0
    {
17625
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17626
0
    }
17627
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17628
0
    {
17629
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17630
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17631
0
    }
17632
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17633
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17634
0
}
17635
17636
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17637
0
{
17638
0
    ImGuiContext& g = *GImGui;
17639
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17640
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17641
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17642
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17643
17644
    // Distribute size on given axis (with a desired size or equally)
17645
0
    const float w_avail = size_old[axis] - dock_spacing;
17646
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17647
0
    {
17648
0
        size_new[axis] = size_new_desired[axis];
17649
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17650
0
    }
17651
0
    else
17652
0
    {
17653
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17654
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17655
0
    }
17656
17657
    // Position each node
17658
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17659
0
    {
17660
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17661
0
    }
17662
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17663
0
    {
17664
0
        pos_new[axis] = pos_old[axis];
17665
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17666
0
    }
17667
0
}
17668
17669
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17670
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17671
0
{
17672
0
    ImGuiContext& g = *GImGui;
17673
17674
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17675
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17676
0
    float hs_w; // Half-size, longer axis
17677
0
    float hs_h; // Half-size, smaller axis
17678
0
    ImVec2 off; // Distance from edge or center
17679
0
    if (outer_docking)
17680
0
    {
17681
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17682
        //hs_h = ImTrunc(hs_w * 0.15f);
17683
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17684
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17685
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17686
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17687
0
    }
17688
0
    else
17689
0
    {
17690
0
        hs_w = ImTrunc(hs_for_central_nodes);
17691
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17692
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17693
0
    }
17694
17695
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17696
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17697
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17698
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17699
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17700
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17701
17702
0
    if (test_mouse_pos == NULL)
17703
0
        return false;
17704
17705
0
    ImRect hit_r = out_r;
17706
0
    if (!outer_docking)
17707
0
    {
17708
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17709
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17710
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17711
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17712
0
        float r_threshold_center = hs_w * 1.4f;
17713
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17714
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17715
0
            return (dir == ImGuiDir_None);
17716
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17717
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17718
0
    }
17719
0
    return hit_r.Contains(*test_mouse_pos);
17720
0
}
17721
17722
// host_node may be NULL if the window doesn't have a DockNode already.
17723
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17724
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17725
0
{
17726
0
    ImGuiContext& g = *GImGui;
17727
17728
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17729
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17730
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17731
0
    if (payload_node == NULL)
17732
0
        payload_node = payload_window->DockNodeAsHost;
17733
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17734
0
    if (ref_node_for_rect)
17735
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17736
17737
    // Filter, figure out where we are allowed to dock
17738
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17739
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17740
0
    data->IsCenterAvailable = true;
17741
0
    if (is_outer_docking)
17742
0
        data->IsCenterAvailable = false;
17743
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17744
0
        data->IsCenterAvailable = false;
17745
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17746
0
        data->IsCenterAvailable = false;
17747
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17748
0
        data->IsCenterAvailable = false;
17749
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17750
0
        data->IsCenterAvailable = false;
17751
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17752
0
        data->IsCenterAvailable = false;
17753
17754
0
    data->IsSidesAvailable = true;
17755
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17756
0
        data->IsSidesAvailable = false;
17757
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17758
0
        data->IsSidesAvailable = false;
17759
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17760
0
        data->IsSidesAvailable = false;
17761
17762
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17763
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17764
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17765
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17766
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17767
17768
    // Calculate drop shapes geometry for allowed splitting directions
17769
0
    IM_ASSERT(ImGuiDir_None == -1);
17770
0
    data->SplitNode = host_node;
17771
0
    data->SplitDir = ImGuiDir_None;
17772
0
    data->IsSplitDirExplicit = false;
17773
0
    if (!host_window->Collapsed)
17774
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17775
0
        {
17776
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17777
0
                continue;
17778
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17779
0
                continue;
17780
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17781
0
            {
17782
0
                data->SplitDir = (ImGuiDir)dir;
17783
0
                data->IsSplitDirExplicit = true;
17784
0
            }
17785
0
        }
17786
17787
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17788
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17789
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17790
0
        data->IsDropAllowed = false;
17791
17792
    // Calculate split area
17793
0
    data->SplitRatio = 0.0f;
17794
0
    if (data->SplitDir != ImGuiDir_None)
17795
0
    {
17796
0
        ImGuiDir split_dir = data->SplitDir;
17797
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17798
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17799
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17800
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17801
17802
        // Calculate split ratio so we can pass it down the docking request
17803
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17804
0
        data->FutureNode.Pos = pos_new;
17805
0
        data->FutureNode.Size = size_new;
17806
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17807
0
    }
17808
0
}
17809
17810
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17811
0
{
17812
0
    ImGuiContext& g = *GImGui;
17813
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17814
17815
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17816
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17817
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17818
17819
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17820
0
    int overlay_draw_lists_count = 0;
17821
0
    ImDrawList* overlay_draw_lists[2];
17822
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17823
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17824
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17825
17826
    // Draw main preview rectangle
17827
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17828
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17829
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17830
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17831
17832
    // Display area preview
17833
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17834
0
    if (data->IsDropAllowed)
17835
0
    {
17836
0
        ImRect overlay_rect = data->FutureNode.Rect();
17837
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17838
0
            overlay_rect.Min.y += GetFrameHeight();
17839
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17840
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17841
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17842
0
    }
17843
17844
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17845
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17846
0
    {
17847
        // Compute target tab bar geometry so we can locate our preview tabs
17848
0
        ImRect tab_bar_rect;
17849
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17850
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17851
0
        if (host_node && host_node->TabBar)
17852
0
        {
17853
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17854
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17855
0
            else
17856
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17857
0
        }
17858
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17859
0
        {
17860
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17861
0
        }
17862
17863
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17864
0
        if (root_payload->DockNodeAsHost)
17865
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17866
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17867
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17868
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17869
0
        {
17870
            // DockNode's TabBar may have non-window Tabs manually appended by user
17871
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17872
0
            if (tab_bar_with_payload && payload_window == NULL)
17873
0
                continue;
17874
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17875
0
                continue;
17876
17877
            // Calculate the tab bounding box for each payload window
17878
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17879
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17880
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17881
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17882
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17883
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17884
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17885
0
            {
17886
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17887
0
                if (!tab_bar_rect.Contains(tab_bb))
17888
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17889
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17890
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17891
0
                if (!tab_bar_rect.Contains(tab_bb))
17892
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17893
0
            }
17894
0
            PopStyleColor();
17895
0
        }
17896
0
    }
17897
17898
    // Display drop boxes
17899
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17900
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17901
0
    {
17902
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17903
0
        {
17904
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17905
0
            ImRect draw_r_in = draw_r;
17906
0
            draw_r_in.Expand(-2.0f);
17907
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17908
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17909
0
            {
17910
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17911
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17912
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17913
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17914
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17915
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17916
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17917
0
            }
17918
0
        }
17919
17920
        // Stop after ImGuiDir_None
17921
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17922
0
            return;
17923
0
    }
17924
0
}
17925
17926
//-----------------------------------------------------------------------------
17927
// Docking: ImGuiDockNode Tree manipulation functions
17928
//-----------------------------------------------------------------------------
17929
// - DockNodeTreeSplit()
17930
// - DockNodeTreeMerge()
17931
// - DockNodeTreeUpdatePosSize()
17932
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17933
// - DockNodeTreeUpdateSplitter()
17934
// - DockNodeTreeFindFallbackLeafNode()
17935
// - DockNodeTreeFindNodeByPos()
17936
//-----------------------------------------------------------------------------
17937
17938
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17939
0
{
17940
0
    ImGuiContext& g = *GImGui;
17941
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17942
17943
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17944
0
    child_0->ParentNode = parent_node;
17945
17946
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17947
0
    child_1->ParentNode = parent_node;
17948
17949
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17950
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17951
0
    parent_node->ChildNodes[0] = child_0;
17952
0
    parent_node->ChildNodes[1] = child_1;
17953
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17954
0
    parent_node->SplitAxis = split_axis;
17955
0
    parent_node->VisibleWindow = NULL;
17956
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17957
17958
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17959
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17960
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17961
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17962
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17963
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17964
17965
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17966
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17967
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17968
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17969
17970
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17971
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17972
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17973
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17974
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17975
0
    child_0->UpdateMergedFlags();
17976
0
    child_1->UpdateMergedFlags();
17977
0
    parent_node->UpdateMergedFlags();
17978
0
    if (child_inheritor->IsCentralNode())
17979
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17980
0
}
17981
17982
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17983
0
{
17984
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17985
0
    ImGuiContext& g = *GImGui;
17986
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17987
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17988
0
    IM_ASSERT(child_0 || child_1);
17989
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17990
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17991
0
    {
17992
0
        IM_ASSERT(parent_node->TabBar == NULL);
17993
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17994
0
    }
17995
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17996
17997
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17998
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17999
0
    if (child_0)
18000
0
    {
18001
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
18002
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
18003
0
    }
18004
0
    if (child_1)
18005
0
    {
18006
0
        DockNodeMoveWindows(parent_node, child_1);
18007
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
18008
0
    }
18009
0
    DockNodeApplyPosSizeToWindows(parent_node);
18010
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
18011
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
18012
0
    parent_node->SizeRef = backup_last_explicit_size;
18013
18014
    // Flags transfer
18015
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
18016
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
18017
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
18018
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
18019
0
    parent_node->UpdateMergedFlags();
18020
18021
0
    if (child_0)
18022
0
    {
18023
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
18024
0
        IM_DELETE(child_0);
18025
0
    }
18026
0
    if (child_1)
18027
0
    {
18028
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
18029
0
        IM_DELETE(child_1);
18030
0
    }
18031
0
}
18032
18033
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
18034
// (Depth-first, Pre-Order)
18035
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
18036
0
{
18037
    // During the regular dock node update we write to all nodes.
18038
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
18039
0
    ImGuiContext& g = *GImGui;
18040
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
18041
0
    if (write_to_node)
18042
0
    {
18043
0
        node->Pos = pos;
18044
0
        node->Size = size;
18045
0
    }
18046
18047
0
    if (node->IsLeafNode())
18048
0
        return;
18049
18050
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
18051
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
18052
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
18053
0
    ImVec2 child_0_size = size, child_1_size = size;
18054
18055
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
18056
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
18057
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
18058
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
18059
18060
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
18061
0
    {
18062
0
        const float spacing = g.Style.DockingSeparatorSize;
18063
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
18064
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
18065
18066
        // Size allocation policy
18067
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
18068
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
18069
18070
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
18071
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
18072
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
18073
18074
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
18075
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
18076
0
        {
18077
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
18078
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
18079
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18080
0
        }
18081
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
18082
0
        {
18083
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
18084
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
18085
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18086
0
        }
18087
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
18088
0
        {
18089
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
18090
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
18091
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
18092
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
18093
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
18094
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18095
0
        }
18096
18097
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
18098
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
18099
0
        {
18100
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
18101
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
18102
0
        }
18103
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
18104
0
        {
18105
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
18106
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
18107
0
        }
18108
0
        else
18109
0
        {
18110
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
18111
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
18112
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
18113
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
18114
0
        }
18115
18116
0
        child_1_pos[axis] += spacing + child_0_size[axis];
18117
0
    }
18118
18119
0
    if (only_write_to_single_node == NULL)
18120
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
18121
18122
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
18123
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
18124
0
    if (child_0_recurse)
18125
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
18126
0
    if (child_1_recurse)
18127
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
18128
0
}
18129
18130
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
18131
0
{
18132
0
    if (node->IsLeafNode())
18133
0
    {
18134
0
        touching_nodes->push_back(node);
18135
0
        return;
18136
0
    }
18137
0
    if (node->ChildNodes[0]->IsVisible)
18138
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
18139
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
18140
0
    if (node->ChildNodes[1]->IsVisible)
18141
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
18142
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
18143
0
}
18144
18145
// (Depth-First, Pre-Order)
18146
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
18147
0
{
18148
0
    if (node->IsLeafNode())
18149
0
        return;
18150
18151
0
    ImGuiContext& g = *GImGui;
18152
18153
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
18154
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
18155
0
    if (child_0->IsVisible && child_1->IsVisible)
18156
0
    {
18157
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
18158
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
18159
0
        IM_ASSERT(axis != ImGuiAxis_None);
18160
0
        ImRect bb;
18161
0
        bb.Min = child_0->Pos;
18162
0
        bb.Max = child_1->Pos;
18163
0
        bb.Min[axis] += child_0->Size[axis];
18164
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
18165
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
18166
18167
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
18168
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
18169
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
18170
0
        {
18171
0
            ImGuiWindow* window = g.CurrentWindow;
18172
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
18173
0
        }
18174
0
        else
18175
0
        {
18176
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
18177
            //bb.Max[axis] -= 1;
18178
0
            PushID(node->ID);
18179
18180
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
18181
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
18182
0
            float min_size = g.Style.WindowMinSize[axis];
18183
0
            float resize_limits[2];
18184
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
18185
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
18186
18187
0
            ImGuiID splitter_id = GetID("##Splitter");
18188
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
18189
0
            {
18190
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
18191
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
18192
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
18193
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
18194
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
18195
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
18196
18197
                // [DEBUG] Render touching nodes & limits
18198
                /*
18199
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
18200
                for (int n = 0; n < 2; n++)
18201
                {
18202
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
18203
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
18204
                    if (axis == ImGuiAxis_X)
18205
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
18206
                    else
18207
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
18208
                }
18209
                */
18210
0
            }
18211
18212
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
18213
0
            float cur_size_0 = child_0->Size[axis];
18214
0
            float cur_size_1 = child_1->Size[axis];
18215
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
18216
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
18217
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
18218
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
18219
0
            {
18220
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
18221
0
                {
18222
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
18223
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
18224
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
18225
18226
                    // Lock the size of every node that is a sibling of the node we are touching
18227
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
18228
0
                    for (int side_n = 0; side_n < 2; side_n++)
18229
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
18230
0
                        {
18231
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
18232
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
18233
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
18234
0
                            while (touching_node->ParentNode != node)
18235
0
                            {
18236
0
                                if (touching_node->ParentNode->SplitAxis == axis)
18237
0
                                {
18238
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
18239
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
18240
0
                                    node_to_preserve->WantLockSizeOnce = true;
18241
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
18242
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
18243
0
                                }
18244
0
                                touching_node = touching_node->ParentNode;
18245
0
                            }
18246
0
                        }
18247
18248
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
18249
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
18250
0
                    MarkIniSettingsDirty();
18251
0
                }
18252
0
            }
18253
0
            PopID();
18254
0
        }
18255
0
    }
18256
18257
0
    if (child_0->IsVisible)
18258
0
        DockNodeTreeUpdateSplitter(child_0);
18259
0
    if (child_1->IsVisible)
18260
0
        DockNodeTreeUpdateSplitter(child_1);
18261
0
}
18262
18263
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
18264
0
{
18265
0
    if (node->IsLeafNode())
18266
0
        return node;
18267
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
18268
0
        return leaf_node;
18269
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
18270
0
        return leaf_node;
18271
0
    return NULL;
18272
0
}
18273
18274
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
18275
0
{
18276
0
    if (!node->IsVisible)
18277
0
        return NULL;
18278
18279
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
18280
0
    ImRect r(node->Pos, node->Pos + node->Size);
18281
0
    r.Expand(dock_spacing * 0.5f);
18282
0
    bool inside = r.Contains(pos);
18283
0
    if (!inside)
18284
0
        return NULL;
18285
18286
0
    if (node->IsLeafNode())
18287
0
        return node;
18288
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
18289
0
        return hovered_node;
18290
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
18291
0
        return hovered_node;
18292
18293
    // This means we are hovering over the splitter/spacing of a parent node
18294
0
    return node;
18295
0
}
18296
18297
//-----------------------------------------------------------------------------
18298
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
18299
//-----------------------------------------------------------------------------
18300
// - SetWindowDock() [Internal]
18301
// - DockSpace()
18302
// - DockSpaceOverViewport()
18303
//-----------------------------------------------------------------------------
18304
18305
// [Internal] Called via SetNextWindowDockID()
18306
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
18307
0
{
18308
    // Test condition (NB: bit 0 is always true) and clear flags for next time
18309
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
18310
0
        return;
18311
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
18312
18313
0
    if (window->DockId == dock_id)
18314
0
        return;
18315
18316
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
18317
0
    ImGuiContext& g = *GImGui;
18318
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id))
18319
0
        if (new_node->IsSplitNode())
18320
0
        {
18321
            // Policy: Find central node or latest focused node. We first move back to our root node.
18322
0
            new_node = DockNodeGetRootNode(new_node);
18323
0
            if (new_node->CentralNode)
18324
0
            {
18325
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
18326
0
                dock_id = new_node->CentralNode->ID;
18327
0
            }
18328
0
            else
18329
0
            {
18330
0
                dock_id = new_node->LastFocusedNodeId;
18331
0
            }
18332
0
        }
18333
18334
0
    if (window->DockId == dock_id)
18335
0
        return;
18336
18337
0
    if (window->DockNode)
18338
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
18339
0
    window->DockId = dock_id;
18340
0
}
18341
18342
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
18343
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
18344
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
18345
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
18346
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
18347
0
{
18348
0
    ImGuiContext& g = *GImGui;
18349
0
    ImGuiWindow* window = GetCurrentWindowRead();
18350
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18351
0
        return 0;
18352
18353
    // Early out if parent window is hidden/collapsed
18354
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18355
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18356
0
    if (window->SkipItems)
18357
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18358
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18359
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18360
18361
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18362
0
    IM_ASSERT(id != 0);
18363
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18364
0
    if (!node)
18365
0
    {
18366
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18367
0
        node = DockContextAddNode(&g, id);
18368
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18369
0
    }
18370
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18371
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18372
0
    node->SharedFlags = flags;
18373
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18374
18375
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18376
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18377
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18378
0
    {
18379
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18380
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18381
0
        return id;
18382
0
    }
18383
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18384
18385
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18386
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18387
0
    {
18388
0
        node->LastFrameAlive = g.FrameCount;
18389
0
        return id;
18390
0
    }
18391
18392
0
    const ImVec2 content_avail = GetContentRegionAvail();
18393
0
    ImVec2 size = ImTrunc(size_arg);
18394
0
    if (size.x <= 0.0f)
18395
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18396
0
    if (size.y <= 0.0f)
18397
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18398
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18399
18400
0
    node->Pos = window->DC.CursorPos;
18401
0
    node->Size = node->SizeRef = size;
18402
0
    SetNextWindowPos(node->Pos);
18403
0
    SetNextWindowSize(node->Size);
18404
0
    g.NextWindowData.PosUndock = false;
18405
18406
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18407
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18408
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18409
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18410
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18411
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18412
18413
0
    char title[256];
18414
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18415
18416
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18417
0
    Begin(title, NULL, window_flags);
18418
0
    PopStyleVar();
18419
18420
0
    ImGuiWindow* host_window = g.CurrentWindow;
18421
0
    DockNodeSetupHostWindow(node, host_window);
18422
0
    host_window->ChildId = window->GetID(title);
18423
0
    node->OnlyNodeWithWindows = NULL;
18424
18425
0
    IM_ASSERT(node->IsRootNode());
18426
18427
    // We need to handle the rare case were a central node is missing.
18428
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18429
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18430
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18431
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18432
    // as it doesn't make sense for an empty dockspace to not have this property.
18433
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18434
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18435
18436
    // Update the node
18437
0
    DockNodeUpdate(node);
18438
18439
0
    End();
18440
18441
0
    ImRect bb(node->Pos, node->Pos + size);
18442
0
    ItemSize(size);
18443
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18444
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18445
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18446
18447
0
    return id;
18448
0
}
18449
18450
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18451
// The limitation with this call is that your window won't have a menu bar.
18452
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18453
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18454
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18455
0
{
18456
0
    if (viewport == NULL)
18457
0
        viewport = GetMainViewport();
18458
18459
0
    SetNextWindowPos(viewport->WorkPos);
18460
0
    SetNextWindowSize(viewport->WorkSize);
18461
0
    SetNextWindowViewport(viewport->ID);
18462
18463
0
    ImGuiWindowFlags host_window_flags = 0;
18464
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18465
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18466
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18467
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18468
18469
0
    char label[32];
18470
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18471
18472
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18473
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18474
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18475
0
    Begin(label, NULL, host_window_flags);
18476
0
    PopStyleVar(3);
18477
18478
0
    ImGuiID dockspace_id = GetID("DockSpace");
18479
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18480
0
    End();
18481
18482
0
    return dockspace_id;
18483
0
}
18484
18485
//-----------------------------------------------------------------------------
18486
// Docking: Builder Functions
18487
//-----------------------------------------------------------------------------
18488
// Very early end-user API to manipulate dock nodes.
18489
// Only available in imgui_internal.h. Expect this API to change/break!
18490
// It is expected that those functions are all called _before_ the dockspace node submission.
18491
//-----------------------------------------------------------------------------
18492
// - DockBuilderDockWindow()
18493
// - DockBuilderGetNode()
18494
// - DockBuilderSetNodePos()
18495
// - DockBuilderSetNodeSize()
18496
// - DockBuilderAddNode()
18497
// - DockBuilderRemoveNode()
18498
// - DockBuilderRemoveNodeChildNodes()
18499
// - DockBuilderRemoveNodeDockedWindows()
18500
// - DockBuilderSplitNode()
18501
// - DockBuilderCopyNodeRec()
18502
// - DockBuilderCopyNode()
18503
// - DockBuilderCopyWindowSettings()
18504
// - DockBuilderCopyDockSpace()
18505
// - DockBuilderFinish()
18506
//-----------------------------------------------------------------------------
18507
18508
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18509
0
{
18510
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18511
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18512
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18513
0
    ImGuiID window_id = ImHashStr(window_name);
18514
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18515
0
    {
18516
        // Apply to created window
18517
0
        ImGuiID prev_node_id = window->DockId;
18518
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18519
0
        if (window->DockId != prev_node_id)
18520
0
            window->DockOrder = -1;
18521
0
    }
18522
0
    else
18523
0
    {
18524
        // Apply to settings
18525
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18526
0
        if (settings == NULL)
18527
0
            settings = CreateNewWindowSettings(window_name);
18528
0
        if (settings->DockId != node_id)
18529
0
            settings->DockOrder = -1;
18530
0
        settings->DockId = node_id;
18531
0
    }
18532
0
}
18533
18534
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18535
0
{
18536
0
    ImGuiContext& g = *GImGui;
18537
0
    return DockContextFindNodeByID(&g, node_id);
18538
0
}
18539
18540
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18541
0
{
18542
0
    ImGuiContext& g = *GImGui;
18543
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18544
0
    if (node == NULL)
18545
0
        return;
18546
0
    node->Pos = pos;
18547
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18548
0
}
18549
18550
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18551
0
{
18552
0
    ImGuiContext& g = *GImGui;
18553
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18554
0
    if (node == NULL)
18555
0
        return;
18556
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18557
0
    node->Size = node->SizeRef = size;
18558
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18559
0
}
18560
18561
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18562
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18563
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18564
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18565
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18566
// - Use (id == 0) to let the system allocate a node identifier.
18567
// - Existing node with a same id will be removed.
18568
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18569
0
{
18570
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18571
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18572
18573
0
    if (node_id != 0)
18574
0
        DockBuilderRemoveNode(node_id);
18575
18576
0
    ImGuiDockNode* node = NULL;
18577
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18578
0
    {
18579
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18580
0
        node = DockContextFindNodeByID(&g, node_id);
18581
0
    }
18582
0
    else
18583
0
    {
18584
0
        node = DockContextAddNode(&g, node_id);
18585
0
        node->SetLocalFlags(flags);
18586
0
    }
18587
0
    node->LastFrameAlive = g.FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18588
0
    return node->ID;
18589
0
}
18590
18591
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18592
0
{
18593
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18594
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18595
18596
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18597
0
    if (node == NULL)
18598
0
        return;
18599
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18600
0
    DockBuilderRemoveNodeChildNodes(node_id);
18601
    // Node may have moved or deleted if e.g. any merge happened
18602
0
    node = DockContextFindNodeByID(&g, node_id);
18603
0
    if (node == NULL)
18604
0
        return;
18605
0
    if (node->IsCentralNode() && node->ParentNode)
18606
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18607
0
    DockContextRemoveNode(&g, node, true);
18608
0
}
18609
18610
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18611
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18612
0
{
18613
0
    ImGuiContext& g = *GImGui;
18614
0
    ImGuiDockContext* dc = &g.DockContext;
18615
18616
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL;
18617
0
    if (root_id && root_node == NULL)
18618
0
        return;
18619
0
    bool has_central_node = false;
18620
18621
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18622
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18623
18624
    // Process active windows
18625
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18626
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18627
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18628
0
        {
18629
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18630
0
            if (want_removal)
18631
0
            {
18632
0
                if (node->IsCentralNode())
18633
0
                    has_central_node = true;
18634
0
                if (root_id != 0)
18635
0
                    DockContextQueueNotifyRemovedNode(&g, node);
18636
0
                if (root_node)
18637
0
                {
18638
0
                    DockNodeMoveWindows(root_node, node);
18639
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18640
0
                }
18641
0
                nodes_to_remove.push_back(node);
18642
0
            }
18643
0
        }
18644
18645
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18646
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18647
0
    if (root_node)
18648
0
    {
18649
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18650
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18651
0
    }
18652
18653
    // Apply to settings
18654
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18655
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18656
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18657
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18658
0
                {
18659
0
                    settings->DockId = root_id;
18660
0
                    break;
18661
0
                }
18662
18663
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18664
0
    if (nodes_to_remove.Size > 1)
18665
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18666
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18667
0
        DockContextRemoveNode(&g, nodes_to_remove[n], false);
18668
18669
0
    if (root_id == 0)
18670
0
    {
18671
0
        dc->Nodes.Clear();
18672
0
        dc->Requests.clear();
18673
0
    }
18674
0
    else if (has_central_node)
18675
0
    {
18676
0
        root_node->CentralNode = root_node;
18677
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18678
0
    }
18679
0
}
18680
18681
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18682
0
{
18683
    // Clear references in settings
18684
0
    ImGuiContext& g = *GImGui;
18685
0
    if (clear_settings_refs)
18686
0
    {
18687
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18688
0
        {
18689
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18690
0
            if (!want_removal && settings->DockId != 0)
18691
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId))
18692
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18693
0
                        want_removal = true;
18694
0
            if (want_removal)
18695
0
                settings->DockId = 0;
18696
0
        }
18697
0
    }
18698
18699
    // Clear references in windows
18700
0
    for (int n = 0; n < g.Windows.Size; n++)
18701
0
    {
18702
0
        ImGuiWindow* window = g.Windows[n];
18703
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18704
0
        if (want_removal)
18705
0
        {
18706
0
            const ImGuiID backup_dock_id = window->DockId;
18707
0
            IM_UNUSED(backup_dock_id);
18708
0
            DockContextProcessUndockWindow(&g, window, clear_settings_refs);
18709
0
            if (!clear_settings_refs)
18710
0
                IM_ASSERT(window->DockId == backup_dock_id);
18711
0
        }
18712
0
    }
18713
0
}
18714
18715
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18716
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18717
// FIXME-DOCK: We are not exposing nor using split_outer.
18718
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18719
0
{
18720
0
    ImGuiContext& g = *GImGui;
18721
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18722
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18723
18724
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18725
0
    if (node == NULL)
18726
0
    {
18727
0
        IM_ASSERT(node != NULL);
18728
0
        return 0;
18729
0
    }
18730
18731
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18732
18733
0
    ImGuiDockRequest req;
18734
0
    req.Type = ImGuiDockRequestType_Split;
18735
0
    req.DockTargetWindow = NULL;
18736
0
    req.DockTargetNode = node;
18737
0
    req.DockPayload = NULL;
18738
0
    req.DockSplitDir = split_dir;
18739
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18740
0
    req.DockSplitOuter = false;
18741
0
    DockContextProcessDock(&g, &req);
18742
18743
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18744
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18745
0
    if (out_id_at_dir)
18746
0
        *out_id_at_dir = id_at_dir;
18747
0
    if (out_id_at_opposite_dir)
18748
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18749
0
    return id_at_dir;
18750
0
}
18751
18752
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18753
0
{
18754
0
    ImGuiContext& g = *GImGui;
18755
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18756
0
    dst_node->SharedFlags = src_node->SharedFlags;
18757
0
    dst_node->LocalFlags = src_node->LocalFlags;
18758
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18759
0
    dst_node->Pos = src_node->Pos;
18760
0
    dst_node->Size = src_node->Size;
18761
0
    dst_node->SizeRef = src_node->SizeRef;
18762
0
    dst_node->SplitAxis = src_node->SplitAxis;
18763
0
    dst_node->UpdateMergedFlags();
18764
18765
0
    out_node_remap_pairs->push_back(src_node->ID);
18766
0
    out_node_remap_pairs->push_back(dst_node->ID);
18767
18768
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18769
0
        if (src_node->ChildNodes[child_n])
18770
0
        {
18771
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18772
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18773
0
        }
18774
18775
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18776
0
    return dst_node;
18777
0
}
18778
18779
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18780
0
{
18781
0
    ImGuiContext& g = *GImGui;
18782
0
    IM_ASSERT(src_node_id != 0);
18783
0
    IM_ASSERT(dst_node_id != 0);
18784
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18785
18786
0
    DockBuilderRemoveNode(dst_node_id);
18787
18788
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
18789
0
    IM_ASSERT(src_node != NULL);
18790
18791
0
    out_node_remap_pairs->clear();
18792
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18793
18794
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18795
0
}
18796
18797
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18798
0
{
18799
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18800
0
    if (src_window == NULL)
18801
0
        return;
18802
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18803
0
    {
18804
0
        dst_window->Pos = src_window->Pos;
18805
0
        dst_window->Size = src_window->Size;
18806
0
        dst_window->SizeFull = src_window->SizeFull;
18807
0
        dst_window->Collapsed = src_window->Collapsed;
18808
0
    }
18809
0
    else
18810
0
    {
18811
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18812
0
        if (!dst_settings)
18813
0
            dst_settings = CreateNewWindowSettings(dst_name);
18814
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18815
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18816
0
        {
18817
0
            dst_settings->ViewportPos = window_pos_2ih;
18818
0
            dst_settings->ViewportId = src_window->ViewportId;
18819
0
            dst_settings->Pos = ImVec2ih(0, 0);
18820
0
        }
18821
0
        else
18822
0
        {
18823
0
            dst_settings->Pos = window_pos_2ih;
18824
0
        }
18825
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18826
0
        dst_settings->Collapsed = src_window->Collapsed;
18827
0
    }
18828
0
}
18829
18830
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18831
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18832
0
{
18833
0
    ImGuiContext& g = *GImGui;
18834
0
    IM_ASSERT(src_dockspace_id != 0);
18835
0
    IM_ASSERT(dst_dockspace_id != 0);
18836
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18837
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18838
18839
    // Duplicate entire dock
18840
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18841
    // whereas we could attempt to at least keep them together in a new, same floating node.
18842
0
    ImVector<ImGuiID> node_remap_pairs;
18843
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18844
18845
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18846
    // (The windows associated to src_dockspace_id are staying in place)
18847
0
    ImVector<ImGuiID> src_windows;
18848
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18849
0
    {
18850
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18851
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18852
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18853
0
        src_windows.push_back(src_window_id);
18854
18855
        // Search in the remapping tables
18856
0
        ImGuiID src_dock_id = 0;
18857
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18858
0
            src_dock_id = src_window->DockId;
18859
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18860
0
            src_dock_id = src_window_settings->DockId;
18861
0
        ImGuiID dst_dock_id = 0;
18862
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18863
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18864
0
            {
18865
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18866
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18867
0
                break;
18868
0
            }
18869
18870
0
        if (dst_dock_id != 0)
18871
0
        {
18872
            // Docked windows gets redocked into the new node hierarchy.
18873
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18874
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18875
0
        }
18876
0
        else
18877
0
        {
18878
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18879
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18880
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18881
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18882
0
        }
18883
0
    }
18884
18885
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18886
    // Find those windows and move to them to the cloned dock node. This may be optional?
18887
    // Dock those are a second step as undocking would invalidate source dock nodes.
18888
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18889
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18890
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18891
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18892
0
        {
18893
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18894
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18895
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18896
0
            {
18897
0
                ImGuiWindow* window = node->Windows[window_n];
18898
0
                if (src_windows.contains(window->ID))
18899
0
                    continue;
18900
18901
                // Docked windows gets redocked into the new node hierarchy.
18902
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18903
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18904
0
            }
18905
0
        }
18906
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18907
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18908
0
}
18909
18910
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18911
void ImGui::DockBuilderFinish(ImGuiID root_id)
18912
0
{
18913
0
    ImGuiContext& g = *GImGui;
18914
    //DockContextRebuild(&g);
18915
0
    DockContextBuildAddWindowsToNodes(&g, root_id);
18916
0
}
18917
18918
//-----------------------------------------------------------------------------
18919
// Docking: Begin/End Support Functions (called from Begin/End)
18920
//-----------------------------------------------------------------------------
18921
// - GetWindowAlwaysWantOwnTabBar()
18922
// - DockContextBindNodeToWindow()
18923
// - BeginDocked()
18924
// - BeginDockableDragDropSource()
18925
// - BeginDockableDragDropTarget()
18926
//-----------------------------------------------------------------------------
18927
18928
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18929
162k
{
18930
162k
    ImGuiContext& g = *GImGui;
18931
162k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18932
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18933
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18934
0
                return true;
18935
162k
    return false;
18936
162k
}
18937
18938
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18939
0
{
18940
0
    ImGuiContext& g = *ctx;
18941
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18942
0
    IM_ASSERT(window->DockNode == NULL);
18943
18944
    // We should not be docking into a split node (SetWindowDock should avoid this)
18945
0
    if (node && node->IsSplitNode())
18946
0
    {
18947
0
        DockContextProcessUndockWindow(ctx, window);
18948
0
        return NULL;
18949
0
    }
18950
18951
    // Create node
18952
0
    if (node == NULL)
18953
0
    {
18954
0
        node = DockContextAddNode(ctx, window->DockId);
18955
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18956
0
        node->LastFrameAlive = g.FrameCount;
18957
0
    }
18958
18959
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18960
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18961
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18962
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18963
0
    if (!node->IsVisible)
18964
0
    {
18965
0
        ImGuiDockNode* ancestor_node = node;
18966
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18967
0
            ancestor_node = ancestor_node->ParentNode;
18968
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18969
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18970
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18971
0
    }
18972
18973
    // Add window to node
18974
0
    bool node_was_visible = node->IsVisible;
18975
0
    DockNodeAddWindow(node, window, true);
18976
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18977
0
    IM_ASSERT(node == window->DockNode);
18978
0
    return node;
18979
0
}
18980
18981
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18982
0
{
18983
0
    ImGuiContext& g = *GImGui;
18984
18985
    // Clear fields ahead so most early-out paths don't have to do it
18986
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18987
18988
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18989
0
    if (auto_dock_node)
18990
0
    {
18991
0
        if (window->DockId == 0)
18992
0
        {
18993
0
            IM_ASSERT(window->DockNode == NULL);
18994
0
            window->DockId = DockContextGenNodeID(&g);
18995
0
        }
18996
0
    }
18997
0
    else
18998
0
    {
18999
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
19000
0
        bool want_undock = false;
19001
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
19002
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
19003
0
        if (want_undock)
19004
0
        {
19005
0
            DockContextProcessUndockWindow(&g, window);
19006
0
            return;
19007
0
        }
19008
0
    }
19009
19010
    // Bind to our dock node
19011
0
    ImGuiDockNode* node = window->DockNode;
19012
0
    if (node != NULL)
19013
0
        IM_ASSERT(window->DockId == node->ID);
19014
0
    if (window->DockId != 0 && node == NULL)
19015
0
    {
19016
0
        node = DockContextBindNodeToWindow(&g, window);
19017
0
        if (node == NULL)
19018
0
            return;
19019
0
    }
19020
19021
#if 0
19022
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
19023
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
19024
    {
19025
        DockContextProcessUndockWindow(ctx, window);
19026
        return;
19027
    }
19028
#endif
19029
19030
    // Undock if our dockspace node disappeared
19031
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
19032
0
    if (node->LastFrameAlive < g.FrameCount)
19033
0
    {
19034
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
19035
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
19036
0
        if (root_node->LastFrameAlive < g.FrameCount)
19037
0
            DockContextProcessUndockWindow(&g, window);
19038
0
        else
19039
0
            window->DockIsActive = true;
19040
0
        return;
19041
0
    }
19042
19043
    // Store style overrides
19044
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
19045
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
19046
19047
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
19048
    // and never create neither a host window neither a tab bar.
19049
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
19050
0
    if (node->HostWindow == NULL)
19051
0
    {
19052
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
19053
0
            window->DockIsActive = true;
19054
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
19055
0
            DockNodeHideWindowDuringHostWindowCreation(window);
19056
0
        return;
19057
0
    }
19058
19059
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
19060
0
    IM_ASSERT(node->HostWindow);
19061
0
    IM_ASSERT(node->IsLeafNode());
19062
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
19063
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
19064
19065
    // Undock if we are submitted earlier than the host window
19066
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
19067
0
    {
19068
0
        DockContextProcessUndockWindow(&g, window);
19069
0
        return;
19070
0
    }
19071
19072
    // Position/Size window
19073
0
    SetNextWindowPos(node->Pos);
19074
0
    SetNextWindowSize(node->Size);
19075
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
19076
0
    window->DockIsActive = true;
19077
0
    window->DockNodeIsVisible = true;
19078
0
    window->DockTabIsVisible = false;
19079
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
19080
0
        return;
19081
19082
    // When the window is selected we mark it as visible.
19083
0
    if (node->VisibleWindow == window)
19084
0
        window->DockTabIsVisible = true;
19085
19086
    // Update window flag
19087
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
19088
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
19089
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
19090
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
19091
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
19092
0
    else
19093
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
19094
19095
    // Save new dock order only if the window has been visible once already
19096
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
19097
0
    if (node->TabBar && window->WasActive)
19098
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
19099
19100
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
19101
0
        *p_open = false;
19102
19103
    // Update ChildId to allow returning from Child to Parent with Escape
19104
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
19105
0
    window->ChildId = parent_window->GetID(window->Name);
19106
0
}
19107
19108
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
19109
77
{
19110
77
    ImGuiContext& g = *GImGui;
19111
77
    IM_ASSERT(g.ActiveId == window->MoveId);
19112
77
    IM_ASSERT(g.MovingWindow == window);
19113
77
    IM_ASSERT(g.CurrentWindow == window);
19114
19115
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
19116
77
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
19117
0
    {
19118
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
19119
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
19120
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
19121
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
19122
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
19123
0
        return;
19124
0
    }
19125
19126
77
    g.LastItemData.ID = window->MoveId;
19127
77
    window = window->RootWindowDockTree;
19128
77
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
19129
77
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
19130
77
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
19131
3
    {
19132
3
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
19133
3
        EndDragDropSource();
19134
19135
        // Store style overrides
19136
21
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
19137
18
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
19138
3
    }
19139
77
}
19140
19141
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
19142
6
{
19143
6
    ImGuiContext& g = *GImGui;
19144
19145
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
19146
6
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
19147
6
    if (!g.DragDropActive)
19148
0
        return;
19149
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19150
6
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
19151
6
        return;
19152
19153
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
19154
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
19155
0
    const ImGuiPayload* payload = &g.DragDropPayload;
19156
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
19157
0
    {
19158
0
        EndDragDropTarget();
19159
0
        return;
19160
0
    }
19161
19162
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
19163
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
19164
0
    {
19165
        // Select target node
19166
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
19167
0
        bool dock_into_floating_window = false;
19168
0
        ImGuiDockNode* node = NULL;
19169
0
        if (window->DockNodeAsHost)
19170
0
        {
19171
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
19172
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
19173
19174
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
19175
            // In this case we need to fallback into any leaf mode, possibly the central node.
19176
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
19177
0
            if (node && node->IsDockSpace() && node->IsRootNode())
19178
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
19179
0
        }
19180
0
        else
19181
0
        {
19182
0
            if (window->DockNode)
19183
0
                node = window->DockNode;
19184
0
            else
19185
0
                dock_into_floating_window = true; // Dock into a regular window
19186
0
        }
19187
19188
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
19189
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
19190
19191
        // Preview docking request and find out split direction/ratio
19192
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
19193
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
19194
0
        if (do_preview && (node != NULL || dock_into_floating_window))
19195
0
        {
19196
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
19197
0
            ImGuiDockPreviewData split_inner;
19198
0
            ImGuiDockPreviewData split_outer;
19199
0
            ImGuiDockPreviewData* split_data = &split_inner;
19200
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
19201
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
19202
0
                {
19203
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
19204
0
                    if (split_outer.IsSplitDirExplicit)
19205
0
                        split_data = &split_outer;
19206
0
                }
19207
0
            if (!node || node->IsLeafNode())
19208
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
19209
0
            if (split_data == &split_outer)
19210
0
                split_inner.IsDropAllowed = false;
19211
19212
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
19213
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
19214
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
19215
19216
            // Queue docking request
19217
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
19218
0
                DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
19219
0
        }
19220
0
    }
19221
0
    EndDragDropTarget();
19222
0
}
19223
19224
//-----------------------------------------------------------------------------
19225
// Docking: Settings
19226
//-----------------------------------------------------------------------------
19227
// - DockSettingsRenameNodeReferences()
19228
// - DockSettingsRemoveNodeReferences()
19229
// - DockSettingsFindNodeSettings()
19230
// - DockSettingsHandler_ApplyAll()
19231
// - DockSettingsHandler_ReadOpen()
19232
// - DockSettingsHandler_ReadLine()
19233
// - DockSettingsHandler_DockNodeToSettings()
19234
// - DockSettingsHandler_WriteAll()
19235
//-----------------------------------------------------------------------------
19236
19237
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
19238
0
{
19239
0
    ImGuiContext& g = *GImGui;
19240
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
19241
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
19242
0
    {
19243
0
        ImGuiWindow* window = g.Windows[window_n];
19244
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
19245
0
            window->DockId = new_node_id;
19246
0
    }
19247
    //// FIXME-OPT: We could remove this loop by storing the index in the map
19248
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19249
0
        if (settings->DockId == old_node_id)
19250
0
            settings->DockId = new_node_id;
19251
0
}
19252
19253
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
19254
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
19255
0
{
19256
0
    ImGuiContext& g = *GImGui;
19257
0
    int found = 0;
19258
    //// FIXME-OPT: We could remove this loop by storing the index in the map
19259
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19260
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
19261
0
            if (settings->DockId == node_ids[node_n])
19262
0
            {
19263
0
                settings->DockId = 0;
19264
0
                settings->DockOrder = -1;
19265
0
                if (++found < node_ids_count)
19266
0
                    break;
19267
0
                return;
19268
0
            }
19269
0
}
19270
19271
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
19272
0
{
19273
    // FIXME-OPT
19274
0
    ImGuiDockContext* dc = &ctx->DockContext;
19275
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
19276
0
        if (dc->NodesSettings[n].ID == id)
19277
0
            return &dc->NodesSettings[n];
19278
0
    return NULL;
19279
0
}
19280
19281
// Clear settings data
19282
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
19283
0
{
19284
0
    ImGuiDockContext* dc = &ctx->DockContext;
19285
0
    dc->NodesSettings.clear();
19286
0
    DockContextClearNodes(ctx, 0, true);
19287
0
}
19288
19289
// Recreate nodes based on settings data
19290
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
19291
0
{
19292
    // Prune settings at boot time only
19293
0
    ImGuiDockContext* dc = &ctx->DockContext;
19294
0
    if (ctx->Windows.Size == 0)
19295
0
        DockContextPruneUnusedSettingsNodes(ctx);
19296
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
19297
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
19298
0
}
19299
19300
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
19301
0
{
19302
0
    if (strcmp(name, "Data") != 0)
19303
0
        return NULL;
19304
0
    return (void*)1;
19305
0
}
19306
19307
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
19308
0
{
19309
0
    char c = 0;
19310
0
    int x = 0, y = 0;
19311
0
    int r = 0;
19312
19313
    // Parsing, e.g.
19314
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
19315
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
19316
    // Important: this code expect currently fields in a fixed order.
19317
0
    ImGuiDockNodeSettings node;
19318
0
    line = ImStrSkipBlank(line);
19319
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
19320
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
19321
0
    else return;
19322
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
19323
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
19324
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
19325
0
    if (node.ParentNodeId == 0)
19326
0
    {
19327
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
19328
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
19329
0
    }
19330
0
    else
19331
0
    {
19332
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
19333
0
    }
19334
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
19335
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
19336
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
19337
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
19338
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
19339
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
19340
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
19341
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
19342
0
    if (node.ParentNodeId != 0)
19343
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
19344
0
            node.Depth = parent_settings->Depth + 1;
19345
0
    ctx->DockContext.NodesSettings.push_back(node);
19346
0
}
19347
19348
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19349
0
{
19350
0
    ImGuiDockNodeSettings node_settings;
19351
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19352
0
    node_settings.ID = node->ID;
19353
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19354
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19355
0
    node_settings.SelectedTabId = node->SelectedTabId;
19356
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19357
0
    node_settings.Depth = (char)depth;
19358
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19359
0
    node_settings.Pos = ImVec2ih(node->Pos);
19360
0
    node_settings.Size = ImVec2ih(node->Size);
19361
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19362
0
    dc->NodesSettings.push_back(node_settings);
19363
0
    if (node->ChildNodes[0])
19364
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19365
0
    if (node->ChildNodes[1])
19366
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19367
0
}
19368
19369
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19370
0
{
19371
0
    ImGuiContext& g = *ctx;
19372
0
    ImGuiDockContext* dc = &ctx->DockContext;
19373
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19374
0
        return;
19375
19376
    // Gather settings data
19377
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19378
0
    dc->NodesSettings.resize(0);
19379
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19380
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19381
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19382
0
            if (node->IsRootNode())
19383
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19384
19385
0
    int max_depth = 0;
19386
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19387
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19388
19389
    // Write to text buffer
19390
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19391
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19392
0
    {
19393
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19394
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19395
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19396
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19397
0
        if (node_settings->ParentNodeId)
19398
0
        {
19399
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19400
0
        }
19401
0
        else
19402
0
        {
19403
0
            if (node_settings->ParentWindowId)
19404
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19405
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19406
0
        }
19407
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19408
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19409
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19410
0
            buf->appendf(" NoResize=1");
19411
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19412
0
            buf->appendf(" CentralNode=1");
19413
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19414
0
            buf->appendf(" NoTabBar=1");
19415
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19416
0
            buf->appendf(" HiddenTabBar=1");
19417
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19418
0
            buf->appendf(" NoWindowMenuButton=1");
19419
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19420
0
            buf->appendf(" NoCloseButton=1");
19421
0
        if (node_settings->SelectedTabId)
19422
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19423
19424
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19425
0
        if (g.IO.ConfigDebugIniSettings)
19426
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19427
0
            {
19428
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19429
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19430
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19431
                // Iterate settings so we can give info about windows that didn't exist during the session.
19432
0
                int contains_window = 0;
19433
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19434
0
                    if (settings->DockId == node_settings->ID)
19435
0
                    {
19436
0
                        if (contains_window++ == 0)
19437
0
                            buf->appendf(" ; contains ");
19438
0
                        buf->appendf("'%s' ", settings->GetName());
19439
0
                    }
19440
0
            }
19441
19442
0
        buf->appendf("\n");
19443
0
    }
19444
0
    buf->appendf("\n");
19445
0
}
19446
19447
19448
//-----------------------------------------------------------------------------
19449
// [SECTION] PLATFORM DEPENDENT HELPERS
19450
//-----------------------------------------------------------------------------
19451
19452
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19453
19454
#ifdef _MSC_VER
19455
#pragma comment(lib, "user32")
19456
#pragma comment(lib, "kernel32")
19457
#endif
19458
19459
// Win32 clipboard implementation
19460
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19461
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19462
{
19463
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19464
    g.ClipboardHandlerData.clear();
19465
    if (!::OpenClipboard(NULL))
19466
        return NULL;
19467
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19468
    if (wbuf_handle == NULL)
19469
    {
19470
        ::CloseClipboard();
19471
        return NULL;
19472
    }
19473
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19474
    {
19475
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19476
        g.ClipboardHandlerData.resize(buf_len);
19477
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19478
    }
19479
    ::GlobalUnlock(wbuf_handle);
19480
    ::CloseClipboard();
19481
    return g.ClipboardHandlerData.Data;
19482
}
19483
19484
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19485
{
19486
    if (!::OpenClipboard(NULL))
19487
        return;
19488
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19489
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19490
    if (wbuf_handle == NULL)
19491
    {
19492
        ::CloseClipboard();
19493
        return;
19494
    }
19495
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19496
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19497
    ::GlobalUnlock(wbuf_handle);
19498
    ::EmptyClipboard();
19499
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19500
        ::GlobalFree(wbuf_handle);
19501
    ::CloseClipboard();
19502
}
19503
19504
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19505
19506
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19507
static PasteboardRef main_clipboard = 0;
19508
19509
// OSX clipboard implementation
19510
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19511
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19512
{
19513
    if (!main_clipboard)
19514
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19515
    PasteboardClear(main_clipboard);
19516
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19517
    if (cf_data)
19518
    {
19519
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19520
        CFRelease(cf_data);
19521
    }
19522
}
19523
19524
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19525
{
19526
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19527
    if (!main_clipboard)
19528
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19529
    PasteboardSynchronize(main_clipboard);
19530
19531
    ItemCount item_count = 0;
19532
    PasteboardGetItemCount(main_clipboard, &item_count);
19533
    for (ItemCount i = 0; i < item_count; i++)
19534
    {
19535
        PasteboardItemID item_id = 0;
19536
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19537
        CFArrayRef flavor_type_array = 0;
19538
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19539
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19540
        {
19541
            CFDataRef cf_data;
19542
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19543
            {
19544
                g.ClipboardHandlerData.clear();
19545
                int length = (int)CFDataGetLength(cf_data);
19546
                g.ClipboardHandlerData.resize(length + 1);
19547
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19548
                g.ClipboardHandlerData[length] = 0;
19549
                CFRelease(cf_data);
19550
                return g.ClipboardHandlerData.Data;
19551
            }
19552
        }
19553
    }
19554
    return NULL;
19555
}
19556
19557
#else
19558
19559
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19560
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19561
0
{
19562
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19563
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19564
0
}
19565
19566
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19567
0
{
19568
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19569
0
    g.ClipboardHandlerData.clear();
19570
0
    const char* text_end = text + strlen(text);
19571
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19572
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19573
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19574
0
}
19575
19576
#endif
19577
19578
// Win32 API IME support (for Asian languages, etc.)
19579
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19580
19581
#include <imm.h>
19582
#ifdef _MSC_VER
19583
#pragma comment(lib, "imm32")
19584
#endif
19585
19586
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19587
{
19588
    // Notify OS Input Method Editor of text input position
19589
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19590
    if (hwnd == 0)
19591
        return;
19592
19593
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19594
    if (HIMC himc = ::ImmGetContext(hwnd))
19595
    {
19596
        COMPOSITIONFORM composition_form = {};
19597
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19598
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19599
        composition_form.dwStyle = CFS_FORCE_POSITION;
19600
        ::ImmSetCompositionWindow(himc, &composition_form);
19601
        CANDIDATEFORM candidate_form = {};
19602
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19603
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19604
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19605
        ::ImmSetCandidateWindow(himc, &candidate_form);
19606
        ::ImmReleaseContext(hwnd, himc);
19607
    }
19608
}
19609
19610
#else
19611
19612
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19613
19614
#endif
19615
19616
//-----------------------------------------------------------------------------
19617
// [SECTION] METRICS/DEBUGGER WINDOW
19618
//-----------------------------------------------------------------------------
19619
// - DebugRenderViewportThumbnail() [Internal]
19620
// - RenderViewportsThumbnails() [Internal]
19621
// - DebugTextEncoding()
19622
// - MetricsHelpMarker() [Internal]
19623
// - ShowFontAtlas() [Internal]
19624
// - ShowMetricsWindow()
19625
// - DebugNodeColumns() [Internal]
19626
// - DebugNodeDockNode() [Internal]
19627
// - DebugNodeDrawList() [Internal]
19628
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19629
// - DebugNodeFont() [Internal]
19630
// - DebugNodeFontGlyph() [Internal]
19631
// - DebugNodeStorage() [Internal]
19632
// - DebugNodeTabBar() [Internal]
19633
// - DebugNodeViewport() [Internal]
19634
// - DebugNodeWindow() [Internal]
19635
// - DebugNodeWindowSettings() [Internal]
19636
// - DebugNodeWindowsList() [Internal]
19637
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19638
//-----------------------------------------------------------------------------
19639
19640
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19641
19642
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19643
0
{
19644
0
    ImGuiContext& g = *GImGui;
19645
0
    ImGuiWindow* window = g.CurrentWindow;
19646
19647
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19648
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19649
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19650
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19651
0
    for (ImGuiWindow* thumb_window : g.Windows)
19652
0
    {
19653
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19654
0
            continue;
19655
0
        if (thumb_window->Viewport != viewport)
19656
0
            continue;
19657
19658
0
        ImRect thumb_r = thumb_window->Rect();
19659
0
        ImRect title_r = thumb_window->TitleBarRect();
19660
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19661
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height
19662
0
        thumb_r.ClipWithFull(bb);
19663
0
        title_r.ClipWithFull(bb);
19664
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19665
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19666
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19667
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19668
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19669
0
    }
19670
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19671
0
    if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID)
19672
0
        window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
19673
0
}
19674
19675
static void RenderViewportsThumbnails()
19676
0
{
19677
0
    ImGuiContext& g = *GImGui;
19678
0
    ImGuiWindow* window = g.CurrentWindow;
19679
19680
    // Draw monitor and calculate their boundaries
19681
0
    float SCALE = 1.0f / 8.0f;
19682
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19683
0
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
19684
0
        bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize));
19685
0
    ImVec2 p = window->DC.CursorPos;
19686
0
    ImVec2 off = p - bb_full.Min * SCALE;
19687
0
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
19688
0
    {
19689
0
        ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE);
19690
0
        window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f);
19691
0
        window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f);
19692
0
    }
19693
19694
    // Draw viewports
19695
0
    for (ImGuiViewportP* viewport : g.Viewports)
19696
0
    {
19697
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19698
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19699
0
    }
19700
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19701
0
}
19702
19703
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19704
0
{
19705
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19706
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19707
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19708
0
}
19709
19710
// Draw an arbitrary US keyboard layout to visualize translated keys
19711
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19712
0
{
19713
0
    const float scale = ImGui::GetFontSize() / 13.0f;
19714
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale;
19715
0
    const float  key_rounding = 3.0f * scale;
19716
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale;
19717
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale;
19718
0
    const float  key_face_rounding = 2.0f * scale;
19719
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale;
19720
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19721
0
    const float  key_row_offset = 9.0f * scale;
19722
19723
0
    ImVec2 board_min = GetCursorScreenPos();
19724
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19725
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19726
19727
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19728
0
    const KeyLayoutData keys_to_display[] =
19729
0
    {
19730
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19731
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19732
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19733
0
    };
19734
19735
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19736
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19737
0
    Dummy(board_max - board_min);
19738
0
    if (!IsItemVisible())
19739
0
        return;
19740
0
    draw_list->PushClipRect(board_min, board_max, true);
19741
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19742
0
    {
19743
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19744
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19745
0
        ImVec2 key_max = key_min + key_size;
19746
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19747
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19748
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19749
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19750
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19751
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19752
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19753
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19754
0
        if (IsKeyDown(key_data->Key))
19755
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19756
0
    }
19757
0
    draw_list->PopClipRect();
19758
0
}
19759
19760
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19761
void ImGui::DebugTextEncoding(const char* str)
19762
0
{
19763
0
    Text("Text: \"%s\"", str);
19764
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19765
0
        return;
19766
0
    TableSetupColumn("Offset");
19767
0
    TableSetupColumn("UTF-8");
19768
0
    TableSetupColumn("Glyph");
19769
0
    TableSetupColumn("Codepoint");
19770
0
    TableHeadersRow();
19771
0
    for (const char* p = str; *p != 0; )
19772
0
    {
19773
0
        unsigned int c;
19774
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19775
0
        TableNextColumn();
19776
0
        Text("%d", (int)(p - str));
19777
0
        TableNextColumn();
19778
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19779
0
        {
19780
0
            if (byte_index > 0)
19781
0
                SameLine();
19782
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19783
0
        }
19784
0
        TableNextColumn();
19785
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19786
0
            TextUnformatted(p, p + c_utf8_len);
19787
0
        else
19788
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19789
0
        TableNextColumn();
19790
0
        Text("U+%04X", (int)c);
19791
0
        p += c_utf8_len;
19792
0
    }
19793
0
    EndTable();
19794
0
}
19795
19796
static void DebugFlashStyleColorStop()
19797
0
{
19798
0
    ImGuiContext& g = *GImGui;
19799
0
    if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
19800
0
        g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
19801
0
    g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
19802
0
}
19803
19804
// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
19805
void ImGui::DebugFlashStyleColor(ImGuiCol idx)
19806
0
{
19807
0
    ImGuiContext& g = *GImGui;
19808
0
    DebugFlashStyleColorStop();
19809
0
    g.DebugFlashStyleColorTime = 0.5f;
19810
0
    g.DebugFlashStyleColorIdx = idx;
19811
0
    g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
19812
0
}
19813
19814
void ImGui::UpdateDebugToolFlashStyleColor()
19815
59.7k
{
19816
59.7k
    ImGuiContext& g = *GImGui;
19817
59.7k
    if (g.DebugFlashStyleColorTime <= 0.0f)
19818
59.7k
        return;
19819
0
    ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
19820
0
    g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
19821
0
    if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
19822
0
        DebugFlashStyleColorStop();
19823
0
}
19824
19825
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19826
static void MetricsHelpMarker(const char* desc)
19827
0
{
19828
0
    ImGui::TextDisabled("(?)");
19829
0
    if (ImGui::BeginItemTooltip())
19830
0
    {
19831
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19832
0
        ImGui::TextUnformatted(desc);
19833
0
        ImGui::PopTextWrapPos();
19834
0
        ImGui::EndTooltip();
19835
0
    }
19836
0
}
19837
19838
// [DEBUG] List fonts in a font atlas and display its texture
19839
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19840
0
{
19841
0
    for (ImFont* font : atlas->Fonts)
19842
0
    {
19843
0
        PushID(font);
19844
0
        DebugNodeFont(font);
19845
0
        PopID();
19846
0
    }
19847
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19848
0
    {
19849
0
        ImGuiContext& g = *GImGui;
19850
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19851
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19852
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19853
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19854
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19855
0
        TreePop();
19856
0
    }
19857
0
}
19858
19859
void ImGui::ShowMetricsWindow(bool* p_open)
19860
0
{
19861
0
    ImGuiContext& g = *GImGui;
19862
0
    ImGuiIO& io = g.IO;
19863
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19864
0
    if (cfg->ShowDebugLog)
19865
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19866
0
    if (cfg->ShowIDStackTool)
19867
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19868
19869
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19870
0
    {
19871
0
        End();
19872
0
        return;
19873
0
    }
19874
19875
    // [DEBUG] Clear debug breaks hooks after exactly one cycle.
19876
0
    DebugBreakClearData();
19877
19878
    // Basic info
19879
0
    Text("Dear ImGui %s", GetVersion());
19880
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19881
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19882
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19883
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19884
19885
0
    Separator();
19886
19887
    // Debugging enums
19888
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19889
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19890
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19891
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19892
0
    if (cfg->ShowWindowsRectsType < 0)
19893
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19894
0
    if (cfg->ShowTablesRectsType < 0)
19895
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19896
19897
0
    struct Funcs
19898
0
    {
19899
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19900
0
        {
19901
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19902
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19903
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19904
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19905
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19906
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19907
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19908
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19909
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19910
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19911
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19912
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19913
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19914
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19915
0
            IM_ASSERT(0);
19916
0
            return ImRect();
19917
0
        }
19918
19919
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19920
0
        {
19921
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19922
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19923
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19924
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19925
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19926
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19927
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19928
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19929
0
            IM_ASSERT(0);
19930
0
            return ImRect();
19931
0
        }
19932
0
    };
19933
19934
    // Tools
19935
0
    if (TreeNode("Tools"))
19936
0
    {
19937
        // Debug Break features
19938
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19939
0
        SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x);
19940
0
        SameLine();
19941
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19942
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19943
0
            DebugStartItemPicker();
19944
0
        Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent);
19945
19946
0
        SeparatorText("Visualize");
19947
19948
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19949
0
        SameLine();
19950
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19951
19952
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19953
0
        SameLine();
19954
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19955
19956
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19957
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19958
0
        SameLine();
19959
0
        SetNextItemWidth(GetFontSize() * 12);
19960
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19961
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19962
0
        {
19963
0
            BulletText("'%s':", g.NavWindow->Name);
19964
0
            Indent();
19965
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19966
0
            {
19967
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19968
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19969
0
            }
19970
0
            Unindent();
19971
0
        }
19972
19973
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19974
0
        SameLine();
19975
0
        SetNextItemWidth(GetFontSize() * 12);
19976
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19977
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19978
0
        {
19979
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19980
0
            {
19981
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19982
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19983
0
                    continue;
19984
19985
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19986
0
                if (IsItemHovered())
19987
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19988
0
                Indent();
19989
0
                char buf[128];
19990
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19991
0
                {
19992
0
                    if (rect_n >= TRT_ColumnsRect)
19993
0
                    {
19994
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19995
0
                            continue;
19996
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19997
0
                        {
19998
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19999
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
20000
0
                            Selectable(buf);
20001
0
                            if (IsItemHovered())
20002
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
20003
0
                        }
20004
0
                    }
20005
0
                    else
20006
0
                    {
20007
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
20008
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
20009
0
                        Selectable(buf);
20010
0
                        if (IsItemHovered())
20011
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
20012
0
                    }
20013
0
                }
20014
0
                Unindent();
20015
0
            }
20016
0
        }
20017
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
20018
20019
0
        SeparatorText("Validate");
20020
20021
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
20022
0
        SameLine();
20023
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
20024
20025
0
        Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer);
20026
0
        SameLine();
20027
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
20028
0
        if (cfg->ShowTextEncodingViewer)
20029
0
        {
20030
0
            static char buf[64] = "";
20031
0
            SetNextItemWidth(-FLT_MIN);
20032
0
            InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf));
20033
0
            if (buf[0] != 0)
20034
0
                DebugTextEncoding(buf);
20035
0
        }
20036
20037
0
        TreePop();
20038
0
    }
20039
20040
    // Windows
20041
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
20042
0
    {
20043
        //SetNextItemOpen(true, ImGuiCond_Once);
20044
0
        DebugNodeWindowsList(&g.Windows, "By display order");
20045
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
20046
0
        if (TreeNode("By submission order (begin stack)"))
20047
0
        {
20048
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
20049
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
20050
0
            temp_buffer.resize(0);
20051
0
            for (ImGuiWindow* window : g.Windows)
20052
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
20053
0
                    temp_buffer.push_back(window);
20054
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
20055
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
20056
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
20057
0
            TreePop();
20058
0
        }
20059
20060
0
        TreePop();
20061
0
    }
20062
20063
    // DrawLists
20064
0
    int drawlist_count = 0;
20065
0
    for (ImGuiViewportP* viewport : g.Viewports)
20066
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
20067
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
20068
0
    {
20069
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
20070
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
20071
0
        for (ImGuiViewportP* viewport : g.Viewports)
20072
0
        {
20073
0
            bool viewport_has_drawlist = false;
20074
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20075
0
            {
20076
0
                if (!viewport_has_drawlist)
20077
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
20078
0
                viewport_has_drawlist = true;
20079
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20080
0
            }
20081
0
        }
20082
0
        TreePop();
20083
0
    }
20084
20085
    // Viewports
20086
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
20087
0
    {
20088
0
        cfg->HighlightMonitorIdx = -1;
20089
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
20090
0
        SameLine();
20091
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
20092
0
        if (open)
20093
0
        {
20094
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
20095
0
            {
20096
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
20097
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
20098
0
                    i, mon.DpiScale * 100.0f,
20099
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
20100
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
20101
0
                if (IsItemHovered())
20102
0
                    cfg->HighlightMonitorIdx = i;
20103
0
            }
20104
0
            TreePop();
20105
0
        }
20106
20107
0
        SetNextItemOpen(true, ImGuiCond_Once);
20108
0
        if (TreeNode("Windows Minimap"))
20109
0
        {
20110
0
            RenderViewportsThumbnails();
20111
0
            TreePop();
20112
0
        }
20113
0
        cfg->HighlightViewportID = 0;
20114
20115
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20116
0
        if (TreeNode("Inferred Z order (front-to-back)"))
20117
0
        {
20118
0
            static ImVector<ImGuiViewportP*> viewports;
20119
0
            viewports.resize(g.Viewports.Size);
20120
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
20121
0
            if (viewports.Size > 1)
20122
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
20123
0
            for (ImGuiViewportP* viewport : viewports)
20124
0
            {
20125
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
20126
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
20127
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
20128
0
                    viewport->Window ? viewport->Window->Name : "N/A");
20129
0
                if (IsItemHovered())
20130
0
                    cfg->HighlightViewportID = viewport->ID;
20131
0
            }
20132
0
            TreePop();
20133
0
        }
20134
20135
0
        for (ImGuiViewportP* viewport : g.Viewports)
20136
0
            DebugNodeViewport(viewport);
20137
0
        TreePop();
20138
0
    }
20139
20140
    // Details for Popups
20141
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
20142
0
    {
20143
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
20144
0
        {
20145
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
20146
0
            ImGuiWindow* window = popup_data.Window;
20147
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'",
20148
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
20149
0
                popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
20150
0
        }
20151
0
        TreePop();
20152
0
    }
20153
20154
    // Details for TabBars
20155
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
20156
0
    {
20157
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
20158
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
20159
0
            {
20160
0
                PushID(tab_bar);
20161
0
                DebugNodeTabBar(tab_bar, "TabBar");
20162
0
                PopID();
20163
0
            }
20164
0
        TreePop();
20165
0
    }
20166
20167
    // Details for Tables
20168
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
20169
0
    {
20170
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
20171
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
20172
0
                DebugNodeTable(table);
20173
0
        TreePop();
20174
0
    }
20175
20176
    // Details for Fonts
20177
0
    ImFontAtlas* atlas = g.IO.Fonts;
20178
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
20179
0
    {
20180
0
        ShowFontAtlas(atlas);
20181
0
        TreePop();
20182
0
    }
20183
20184
    // Details for InputText
20185
0
    if (TreeNode("InputText"))
20186
0
    {
20187
0
        DebugNodeInputTextState(&g.InputTextState);
20188
0
        TreePop();
20189
0
    }
20190
20191
    // Details for TypingSelect
20192
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
20193
0
    {
20194
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
20195
0
        TreePop();
20196
0
    }
20197
20198
    // Details for Docking
20199
0
#ifdef IMGUI_HAS_DOCK
20200
0
    if (TreeNode("Docking"))
20201
0
    {
20202
0
        static bool root_nodes_only = true;
20203
0
        ImGuiDockContext* dc = &g.DockContext;
20204
0
        Checkbox("List root nodes", &root_nodes_only);
20205
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
20206
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
20207
0
        SameLine();
20208
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
20209
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
20210
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
20211
0
                if (!root_nodes_only || node->IsRootNode())
20212
0
                    DebugNodeDockNode(node, "Node");
20213
0
        TreePop();
20214
0
    }
20215
0
#endif // #ifdef IMGUI_HAS_DOCK
20216
20217
    // Settings
20218
0
    if (TreeNode("Settings"))
20219
0
    {
20220
0
        if (SmallButton("Clear"))
20221
0
            ClearIniSettings();
20222
0
        SameLine();
20223
0
        if (SmallButton("Save to memory"))
20224
0
            SaveIniSettingsToMemory();
20225
0
        SameLine();
20226
0
        if (SmallButton("Save to disk"))
20227
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
20228
0
        SameLine();
20229
0
        if (g.IO.IniFilename)
20230
0
            Text("\"%s\"", g.IO.IniFilename);
20231
0
        else
20232
0
            TextUnformatted("<NULL>");
20233
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
20234
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
20235
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
20236
0
        {
20237
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
20238
0
                BulletText("\"%s\"", handler.TypeName);
20239
0
            TreePop();
20240
0
        }
20241
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
20242
0
        {
20243
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
20244
0
                DebugNodeWindowSettings(settings);
20245
0
            TreePop();
20246
0
        }
20247
20248
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
20249
0
        {
20250
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
20251
0
                DebugNodeTableSettings(settings);
20252
0
            TreePop();
20253
0
        }
20254
20255
0
#ifdef IMGUI_HAS_DOCK
20256
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
20257
0
        {
20258
0
            ImGuiDockContext* dc = &g.DockContext;
20259
0
            Text("In SettingsWindows:");
20260
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
20261
0
                if (settings->DockId != 0)
20262
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
20263
0
            Text("In SettingsNodes:");
20264
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
20265
0
            {
20266
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
20267
0
                const char* selected_tab_name = NULL;
20268
0
                if (settings->SelectedTabId)
20269
0
                {
20270
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
20271
0
                        selected_tab_name = window->Name;
20272
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
20273
0
                        selected_tab_name = window_settings->GetName();
20274
0
                }
20275
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
20276
0
            }
20277
0
            TreePop();
20278
0
        }
20279
0
#endif // #ifdef IMGUI_HAS_DOCK
20280
20281
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
20282
0
        {
20283
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
20284
0
            TreePop();
20285
0
        }
20286
0
        TreePop();
20287
0
    }
20288
20289
    // Settings
20290
0
    if (TreeNode("Memory allocations"))
20291
0
    {
20292
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
20293
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
20294
0
        if (SmallButton("GC now")) { g.GcCompactAll = true; }
20295
0
        Text("Recent frames with allocations:");
20296
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
20297
0
        for (int n = buf_size - 1; n >= 0; n--)
20298
0
        {
20299
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
20300
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
20301
0
        }
20302
0
        TreePop();
20303
0
    }
20304
20305
0
    if (TreeNode("Inputs"))
20306
0
    {
20307
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
20308
0
        {
20309
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
20310
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
20311
0
            Indent();
20312
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
20313
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
20314
#else
20315
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
20316
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
20317
#endif
20318
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
20319
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
20320
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
20321
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
20322
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
20323
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
20324
0
            Unindent();
20325
0
        }
20326
20327
0
        Text("MOUSE STATE");
20328
0
        {
20329
0
            Indent();
20330
0
            if (IsMousePosValid())
20331
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
20332
0
            else
20333
0
                Text("Mouse pos: <INVALID>");
20334
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
20335
0
            int count = IM_ARRAYSIZE(io.MouseDown);
20336
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
20337
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
20338
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
20339
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
20340
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
20341
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
20342
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
20343
0
            Unindent();
20344
0
        }
20345
20346
0
        Text("MOUSE WHEELING");
20347
0
        {
20348
0
            Indent();
20349
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
20350
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
20351
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
20352
0
            Unindent();
20353
0
        }
20354
20355
0
        Text("KEY OWNERS");
20356
0
        {
20357
0
            Indent();
20358
0
            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20359
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20360
0
                {
20361
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
20362
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
20363
0
                        continue;
20364
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
20365
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
20366
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
20367
0
                }
20368
0
            EndChild();
20369
0
            Unindent();
20370
0
        }
20371
0
        Text("SHORTCUT ROUTING");
20372
0
        SameLine();
20373
0
        MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches.");
20374
0
        {
20375
0
            Indent();
20376
0
            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20377
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20378
0
                {
20379
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
20380
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
20381
0
                    {
20382
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
20383
0
                        ImGuiKeyChord key_chord = key | routing_data->Mods;
20384
0
                        Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore);
20385
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
20386
0
                        if (g.IO.ConfigDebugIsDebuggerPresent)
20387
0
                        {
20388
0
                            SameLine();
20389
0
                            if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord"))
20390
0
                                g.DebugBreakInShortcutRouting = key_chord;
20391
0
                        }
20392
0
                        idx = routing_data->NextEntryIndex;
20393
0
                    }
20394
0
                }
20395
0
            EndChild();
20396
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20397
0
            Unindent();
20398
0
        }
20399
0
        TreePop();
20400
0
    }
20401
20402
0
    if (TreeNode("Internal state"))
20403
0
    {
20404
0
        Text("WINDOWING");
20405
0
        Indent();
20406
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
20407
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
20408
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
20409
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
20410
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
20411
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20412
0
        Unindent();
20413
20414
0
        Text("ITEMS");
20415
0
        Indent();
20416
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20417
0
        DebugLocateItemOnHover(g.ActiveId);
20418
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20419
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20420
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20421
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20422
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20423
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20424
0
        Unindent();
20425
20426
0
        Text("NAV,FOCUS");
20427
0
        Indent();
20428
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20429
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20430
0
        DebugLocateItemOnHover(g.NavId);
20431
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20432
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20433
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20434
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20435
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20436
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20437
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20438
0
        Text("NavFocusRoute[] = ");
20439
0
        for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
20440
0
        {
20441
0
            const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
20442
0
            SameLine(0.0f, 0.0f);
20443
0
            Text("0x%08X/", focus_scope.ID);
20444
0
            SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);
20445
0
        }
20446
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20447
0
        Unindent();
20448
20449
0
        TreePop();
20450
0
    }
20451
20452
    // Overlay: Display windows Rectangles and Begin Order
20453
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20454
0
    {
20455
0
        for (ImGuiWindow* window : g.Windows)
20456
0
        {
20457
0
            if (!window->WasActive)
20458
0
                continue;
20459
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20460
0
            if (cfg->ShowWindowsRects)
20461
0
            {
20462
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20463
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20464
0
            }
20465
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20466
0
            {
20467
0
                char buf[32];
20468
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20469
0
                float font_size = GetFontSize();
20470
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20471
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20472
0
            }
20473
0
        }
20474
0
    }
20475
20476
    // Overlay: Display Tables Rectangles
20477
0
    if (cfg->ShowTablesRects)
20478
0
    {
20479
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20480
0
        {
20481
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20482
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20483
0
                continue;
20484
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20485
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20486
0
            {
20487
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20488
0
                {
20489
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20490
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20491
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20492
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20493
0
                }
20494
0
            }
20495
0
            else
20496
0
            {
20497
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20498
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20499
0
            }
20500
0
        }
20501
0
    }
20502
20503
0
#ifdef IMGUI_HAS_DOCK
20504
    // Overlay: Display Docking info
20505
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20506
0
    {
20507
0
        char buf[64] = "";
20508
0
        char* p = buf;
20509
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20510
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20511
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20512
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20513
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20514
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20515
0
        int depth = DockNodeGetDepth(node);
20516
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20517
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20518
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20519
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20520
0
    }
20521
0
#endif // #ifdef IMGUI_HAS_DOCK
20522
20523
0
    End();
20524
0
}
20525
20526
void ImGui::DebugBreakClearData()
20527
0
{
20528
    // Those fields are scattered in their respective subsystem to stay in hot-data locations
20529
0
    ImGuiContext& g = *GImGui;
20530
0
    g.DebugBreakInWindow = 0;
20531
0
    g.DebugBreakInTable = 0;
20532
0
    g.DebugBreakInShortcutRouting = ImGuiKey_None;
20533
0
}
20534
20535
void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location)
20536
0
{
20537
0
    if (!BeginItemTooltip())
20538
0
        return;
20539
0
    Text("To call IM_DEBUG_BREAK() %s:", description_of_location);
20540
0
    Separator();
20541
0
    TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space.");
20542
0
    Separator();
20543
0
    TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!");
20544
0
    EndTooltip();
20545
0
}
20546
20547
// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc.
20548
// In order to reduce interferences with the contents we are trying to debug into.
20549
bool ImGui::DebugBreakButton(const char* label, const char* description_of_location)
20550
0
{
20551
0
    ImGuiWindow* window = GetCurrentWindow();
20552
0
    if (window->SkipItems)
20553
0
        return false;
20554
20555
0
    ImGuiContext& g = *GImGui;
20556
0
    const ImGuiID id = window->GetID(label);
20557
0
    const ImVec2 label_size = CalcTextSize(label, NULL, true);
20558
0
    ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset);
20559
0
    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y);
20560
20561
0
    const ImRect bb(pos, pos + size);
20562
0
    ItemSize(size, 0.0f);
20563
0
    if (!ItemAdd(bb, id))
20564
0
        return false;
20565
20566
    // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects.
20567
0
    bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags);
20568
0
    bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id);
20569
0
    DebugBreakButtonTooltip(false, description_of_location);
20570
20571
0
    ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
20572
0
    ImVec4 hsv;
20573
0
    ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z);
20574
0
    ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z);
20575
20576
0
    RenderNavHighlight(bb, id);
20577
0
    RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding);
20578
0
    RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb);
20579
20580
0
    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
20581
0
    return pressed;
20582
0
}
20583
20584
// [DEBUG] Display contents of Columns
20585
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20586
0
{
20587
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20588
0
        return;
20589
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20590
0
    for (ImGuiOldColumnData& column : columns->Columns)
20591
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20592
0
    TreePop();
20593
0
}
20594
20595
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20596
0
{
20597
0
    using namespace ImGui;
20598
0
    PushID(label);
20599
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20600
0
    Text("%s:", label);
20601
0
    if (!enabled)
20602
0
        BeginDisabled();
20603
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20604
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20605
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20606
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20607
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20608
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20609
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20610
0
    CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute);
20611
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20612
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20613
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20614
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20615
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20616
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20617
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20618
0
    if (!enabled)
20619
0
        EndDisabled();
20620
0
    PopStyleVar();
20621
0
    PopID();
20622
0
}
20623
20624
// [DEBUG] Display contents of ImDockNode
20625
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20626
0
{
20627
0
    ImGuiContext& g = *GImGui;
20628
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20629
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20630
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20631
0
    bool open;
20632
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20633
0
    if (node->Windows.Size > 0)
20634
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20635
0
    else
20636
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20637
0
    if (!is_alive) { PopStyleColor(); }
20638
0
    if (is_active && IsItemHovered())
20639
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20640
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20641
0
    if (open)
20642
0
    {
20643
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20644
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20645
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20646
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20647
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20648
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20649
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20650
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20651
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20652
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20653
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20654
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20655
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20656
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20657
0
        {
20658
0
            if (BeginTable("flags", 4))
20659
0
            {
20660
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20661
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20662
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20663
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20664
0
                EndTable();
20665
0
            }
20666
0
            TreePop();
20667
0
        }
20668
0
        if (node->ParentNode)
20669
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20670
0
        if (node->ChildNodes[0])
20671
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20672
0
        if (node->ChildNodes[1])
20673
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20674
0
        if (node->TabBar)
20675
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20676
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20677
20678
0
        TreePop();
20679
0
    }
20680
0
}
20681
20682
static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
20683
0
{
20684
0
    union { void* ptr; int integer; } tex_id_opaque;
20685
0
    memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
20686
0
    if (sizeof(tex_id) >= sizeof(void*))
20687
0
        ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
20688
0
    else
20689
0
        ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
20690
0
}
20691
20692
// [DEBUG] Display contents of ImDrawList
20693
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20694
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20695
0
{
20696
0
    ImGuiContext& g = *GImGui;
20697
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20698
0
    int cmd_count = draw_list->CmdBuffer.Size;
20699
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20700
0
        cmd_count--;
20701
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20702
0
    if (draw_list == GetWindowDrawList())
20703
0
    {
20704
0
        SameLine();
20705
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20706
0
        if (node_open)
20707
0
            TreePop();
20708
0
        return;
20709
0
    }
20710
20711
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20712
0
    if (window && IsItemHovered() && fg_draw_list)
20713
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20714
0
    if (!node_open)
20715
0
        return;
20716
20717
0
    if (window && !window->WasActive)
20718
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20719
20720
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20721
0
    {
20722
0
        if (pcmd->UserCallback)
20723
0
        {
20724
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20725
0
            continue;
20726
0
        }
20727
20728
0
        char texid_desc[20];
20729
0
        FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
20730
0
        char buf[300];
20731
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20732
0
            pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20733
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20734
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20735
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20736
0
        if (!pcmd_node_open)
20737
0
            continue;
20738
20739
        // Calculate approximate coverage area (touched pixel count)
20740
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20741
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20742
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20743
0
        float total_area = 0.0f;
20744
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20745
0
        {
20746
0
            ImVec2 triangle[3];
20747
0
            for (int n = 0; n < 3; n++, idx_n++)
20748
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20749
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20750
0
        }
20751
20752
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20753
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20754
0
        Selectable(buf);
20755
0
        if (IsItemHovered() && fg_draw_list)
20756
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20757
20758
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20759
0
        ImGuiListClipper clipper;
20760
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20761
0
        while (clipper.Step())
20762
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20763
0
            {
20764
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20765
0
                ImVec2 triangle[3];
20766
0
                for (int n = 0; n < 3; n++, idx_i++)
20767
0
                {
20768
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20769
0
                    triangle[n] = v.pos;
20770
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20771
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20772
0
                }
20773
20774
0
                Selectable(buf, false);
20775
0
                if (fg_draw_list && IsItemHovered())
20776
0
                {
20777
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20778
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20779
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20780
0
                    fg_draw_list->Flags = backup_flags;
20781
0
                }
20782
0
            }
20783
0
        TreePop();
20784
0
    }
20785
0
    TreePop();
20786
0
}
20787
20788
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20789
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20790
0
{
20791
0
    IM_ASSERT(show_mesh || show_aabb);
20792
20793
    // Draw wire-frame version of all triangles
20794
0
    ImRect clip_rect = draw_cmd->ClipRect;
20795
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20796
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20797
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20798
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20799
0
    {
20800
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20801
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20802
20803
0
        ImVec2 triangle[3];
20804
0
        for (int n = 0; n < 3; n++, idx_n++)
20805
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20806
0
        if (show_mesh)
20807
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20808
0
    }
20809
    // Draw bounding boxes
20810
0
    if (show_aabb)
20811
0
    {
20812
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20813
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20814
0
    }
20815
0
    out_draw_list->Flags = backup_flags;
20816
0
}
20817
20818
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20819
void ImGui::DebugNodeFont(ImFont* font)
20820
0
{
20821
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20822
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20823
0
    SameLine();
20824
0
    if (SmallButton("Set as default"))
20825
0
        GetIO().FontDefault = font;
20826
0
    if (!opened)
20827
0
        return;
20828
20829
    // Display preview text
20830
0
    PushFont(font);
20831
0
    Text("The quick brown fox jumps over the lazy dog");
20832
0
    PopFont();
20833
20834
    // Display details
20835
0
    SetNextItemWidth(GetFontSize() * 8);
20836
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20837
0
    SameLine(); MetricsHelpMarker(
20838
0
        "Note that the default embedded font is NOT meant to be scaled.\n\n"
20839
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20840
0
        "You may oversample them to get some flexibility with scaling. "
20841
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20842
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20843
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20844
0
    char c_str[5];
20845
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20846
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20847
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20848
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20849
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20850
0
        if (font->ConfigData)
20851
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20852
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20853
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20854
20855
    // Display all glyphs of the fonts in separate pages of 256 characters
20856
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20857
0
    {
20858
0
        ImDrawList* draw_list = GetWindowDrawList();
20859
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20860
0
        const float cell_size = font->FontSize * 1;
20861
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20862
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20863
0
        {
20864
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20865
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20866
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20867
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20868
0
            {
20869
0
                base += 4096 - 256;
20870
0
                continue;
20871
0
            }
20872
20873
0
            int count = 0;
20874
0
            for (unsigned int n = 0; n < 256; n++)
20875
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20876
0
                    count++;
20877
0
            if (count <= 0)
20878
0
                continue;
20879
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20880
0
                continue;
20881
20882
            // Draw a 16x16 grid of glyphs
20883
0
            ImVec2 base_pos = GetCursorScreenPos();
20884
0
            for (unsigned int n = 0; n < 256; n++)
20885
0
            {
20886
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20887
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20888
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20889
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20890
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20891
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20892
0
                if (!glyph)
20893
0
                    continue;
20894
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20895
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20896
0
                {
20897
0
                    DebugNodeFontGlyph(font, glyph);
20898
0
                    EndTooltip();
20899
0
                }
20900
0
            }
20901
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20902
0
            TreePop();
20903
0
        }
20904
0
        TreePop();
20905
0
    }
20906
0
    TreePop();
20907
0
}
20908
20909
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20910
0
{
20911
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20912
0
    Separator();
20913
0
    Text("Visible: %d", glyph->Visible);
20914
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20915
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20916
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20917
0
}
20918
20919
// [DEBUG] Display contents of ImGuiStorage
20920
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20921
0
{
20922
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20923
0
        return;
20924
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20925
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20926
0
    TreePop();
20927
0
}
20928
20929
// [DEBUG] Display contents of ImGuiTabBar
20930
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20931
0
{
20932
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20933
0
    char buf[256];
20934
0
    char* p = buf;
20935
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20936
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20937
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20938
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20939
0
    {
20940
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20941
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20942
0
    }
20943
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20944
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20945
0
    bool open = TreeNode(label, "%s", buf);
20946
0
    if (!is_active) { PopStyleColor(); }
20947
0
    if (is_active && IsItemHovered())
20948
0
    {
20949
0
        ImDrawList* draw_list = GetForegroundDrawList();
20950
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20951
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20952
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20953
0
    }
20954
0
    if (open)
20955
0
    {
20956
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20957
0
        {
20958
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20959
0
            PushID(tab);
20960
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20961
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20962
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20963
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20964
0
            PopID();
20965
0
        }
20966
0
        TreePop();
20967
0
    }
20968
0
}
20969
20970
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20971
0
{
20972
0
    ImGuiContext& g = *GImGui;
20973
0
    SetNextItemOpen(true, ImGuiCond_Once);
20974
0
    bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A");
20975
0
    if (IsItemHovered())
20976
0
        g.DebugMetricsConfig.HighlightViewportID = viewport->ID;
20977
0
    if (open)
20978
0
    {
20979
0
        ImGuiWindowFlags flags = viewport->Flags;
20980
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20981
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20982
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20983
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20984
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20985
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20986
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20987
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20988
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20989
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20990
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20991
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20992
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20993
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20994
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20995
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20996
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20997
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20998
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20999
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
21000
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
21001
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
21002
0
        TreePop();
21003
0
    }
21004
0
}
21005
21006
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
21007
0
{
21008
0
    if (window == NULL)
21009
0
    {
21010
0
        BulletText("%s: NULL", label);
21011
0
        return;
21012
0
    }
21013
21014
0
    ImGuiContext& g = *GImGui;
21015
0
    const bool is_active = window->WasActive;
21016
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
21017
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
21018
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
21019
0
    if (!is_active) { PopStyleColor(); }
21020
0
    if (IsItemHovered() && is_active)
21021
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
21022
0
    if (!open)
21023
0
        return;
21024
21025
0
    if (window->MemoryCompacted)
21026
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
21027
21028
0
    if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()"))
21029
0
        g.DebugBreakInWindow = window->ID;
21030
21031
0
    ImGuiWindowFlags flags = window->Flags;
21032
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
21033
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
21034
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
21035
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
21036
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
21037
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
21038
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
21039
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
21040
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
21041
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
21042
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
21043
0
    {
21044
0
        ImRect r = window->NavRectRel[layer];
21045
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
21046
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
21047
0
        else
21048
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
21049
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
21050
0
    }
21051
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
21052
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
21053
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
21054
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
21055
21056
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
21057
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
21058
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
21059
0
    if (window->DockNode || window->DockNodeAsHost)
21060
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
21061
21062
0
    if (window->RootWindow != window)               { DebugNodeWindow(window->RootWindow, "RootWindow"); }
21063
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
21064
0
    if (window->ParentWindow != NULL)               { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
21065
0
    if (window->ParentWindowForFocusRoute != NULL)  { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); }
21066
0
    if (window->DC.ChildWindows.Size > 0)           { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
21067
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
21068
0
    {
21069
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
21070
0
            DebugNodeColumns(&columns);
21071
0
        TreePop();
21072
0
    }
21073
0
    DebugNodeStorage(&window->StateStorage, "Storage");
21074
0
    TreePop();
21075
0
}
21076
21077
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
21078
0
{
21079
0
    if (settings->WantDelete)
21080
0
        BeginDisabled();
21081
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
21082
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
21083
0
    if (settings->WantDelete)
21084
0
        EndDisabled();
21085
0
}
21086
21087
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
21088
0
{
21089
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
21090
0
        return;
21091
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
21092
0
    {
21093
0
        PushID((*windows)[i]);
21094
0
        DebugNodeWindow((*windows)[i], "Window");
21095
0
        PopID();
21096
0
    }
21097
0
    TreePop();
21098
0
}
21099
21100
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
21101
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
21102
0
{
21103
0
    for (int i = 0; i < windows_size; i++)
21104
0
    {
21105
0
        ImGuiWindow* window = windows[i];
21106
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
21107
0
            continue;
21108
0
        char buf[20];
21109
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
21110
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
21111
0
        DebugNodeWindow(window, buf);
21112
0
        Indent();
21113
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
21114
0
        Unindent();
21115
0
    }
21116
0
}
21117
21118
//-----------------------------------------------------------------------------
21119
// [SECTION] DEBUG LOG WINDOW
21120
//-----------------------------------------------------------------------------
21121
21122
void ImGui::DebugLog(const char* fmt, ...)
21123
0
{
21124
0
    va_list args;
21125
0
    va_start(args, fmt);
21126
0
    DebugLogV(fmt, args);
21127
0
    va_end(args);
21128
0
}
21129
21130
void ImGui::DebugLogV(const char* fmt, va_list args)
21131
0
{
21132
0
    ImGuiContext& g = *GImGui;
21133
0
    const int old_size = g.DebugLogBuf.size();
21134
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
21135
0
    g.DebugLogBuf.appendfv(fmt, args);
21136
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
21137
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
21138
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
21139
#ifdef IMGUI_ENABLE_TEST_ENGINE
21140
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
21141
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
21142
#endif
21143
0
}
21144
21145
// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout.
21146
static void SameLineOrWrap(const ImVec2& size)
21147
0
{
21148
0
    ImGuiContext& g = *GImGui;
21149
0
    ImGuiWindow* window = g.CurrentWindow;
21150
0
    ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y);
21151
0
    if (window->ClipRect.Contains(ImRect(pos, pos + size)))
21152
0
        ImGui::SameLine();
21153
0
}
21154
21155
static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
21156
0
{
21157
0
    ImGuiContext& g = *GImGui;
21158
0
    ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight());
21159
0
    SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout.
21160
0
    if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0)
21161
0
    {
21162
0
        g.DebugLogAutoDisableFrames = 2;
21163
0
        g.DebugLogAutoDisableFlags |= flags;
21164
0
    }
21165
0
    ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)");
21166
0
}
21167
21168
void ImGui::ShowDebugLogWindow(bool* p_open)
21169
0
{
21170
0
    ImGuiContext& g = *GImGui;
21171
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
21172
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
21173
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
21174
0
    {
21175
0
        End();
21176
0
        return;
21177
0
    }
21178
21179
0
    ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting;
21180
0
    CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags);
21181
0
    SetItemTooltip("(except InputRouting which is spammy)");
21182
21183
0
    ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId);
21184
0
    ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
21185
0
    ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking);
21186
0
    ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
21187
0
    ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
21188
0
    ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
21189
0
    ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
21190
    //ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
21191
0
    ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport);
21192
0
    ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting);
21193
21194
0
    if (SmallButton("Clear"))
21195
0
    {
21196
0
        g.DebugLogBuf.clear();
21197
0
        g.DebugLogIndex.clear();
21198
0
    }
21199
0
    SameLine();
21200
0
    if (SmallButton("Copy"))
21201
0
        SetClipboardText(g.DebugLogBuf.c_str());
21202
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
21203
21204
0
    const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags;
21205
0
    g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
21206
21207
0
    ImGuiListClipper clipper;
21208
0
    clipper.Begin(g.DebugLogIndex.size());
21209
0
    while (clipper.Step())
21210
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
21211
0
        {
21212
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
21213
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
21214
0
            TextUnformatted(line_begin, line_end); // Display line
21215
0
            ImRect text_rect = g.LastItemData.Rect;
21216
0
            if (IsItemHovered())
21217
0
                for (const char* p = line_begin; p <= line_end - 10; p++) // Search for 0x???????? identifiers
21218
0
                {
21219
0
                    ImGuiID id = 0;
21220
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
21221
0
                        continue;
21222
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
21223
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
21224
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
21225
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
21226
0
                        DebugLocateItemOnHover(id);
21227
0
                    p += 10;
21228
0
                }
21229
0
        }
21230
0
    g.DebugLogFlags = backup_log_flags;
21231
0
    if (GetScrollY() >= GetScrollMaxY())
21232
0
        SetScrollHereY(1.0f);
21233
0
    EndChild();
21234
21235
0
    End();
21236
0
}
21237
21238
//-----------------------------------------------------------------------------
21239
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
21240
//-----------------------------------------------------------------------------
21241
21242
// Draw a small cross at current CursorPos in current window's DrawList
21243
void ImGui::DebugDrawCursorPos(ImU32 col)
21244
0
{
21245
0
    ImGuiContext& g = *GImGui;
21246
0
    ImGuiWindow* window = g.CurrentWindow;
21247
0
    ImVec2 pos = window->DC.CursorPos;
21248
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
21249
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
21250
0
}
21251
21252
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
21253
void ImGui::DebugDrawLineExtents(ImU32 col)
21254
0
{
21255
0
    ImGuiContext& g = *GImGui;
21256
0
    ImGuiWindow* window = g.CurrentWindow;
21257
0
    float curr_x = window->DC.CursorPos.x;
21258
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
21259
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
21260
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
21261
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
21262
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
21263
0
}
21264
21265
// Draw last item rect in ForegroundDrawList (so it is always visible)
21266
void ImGui::DebugDrawItemRect(ImU32 col)
21267
0
{
21268
0
    ImGuiContext& g = *GImGui;
21269
0
    ImGuiWindow* window = g.CurrentWindow;
21270
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
21271
0
}
21272
21273
// [DEBUG] Locate item position/rectangle given an ID.
21274
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
21275
21276
void ImGui::DebugLocateItem(ImGuiID target_id)
21277
0
{
21278
0
    ImGuiContext& g = *GImGui;
21279
0
    g.DebugLocateId = target_id;
21280
0
    g.DebugLocateFrames = 2;
21281
0
    g.DebugBreakInLocateId = false;
21282
0
}
21283
21284
// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
21285
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
21286
0
{
21287
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
21288
0
        return;
21289
0
    ImGuiContext& g = *GImGui;
21290
0
    DebugLocateItem(target_id);
21291
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
21292
21293
    // Can't easily use a context menu here because it will mess with focus, active id etc.
21294
0
    if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f)
21295
0
    {
21296
0
        DebugBreakButtonTooltip(false, "in ItemAdd()");
21297
0
        if (IsKeyChordPressed(g.DebugBreakKeyChord))
21298
0
            g.DebugBreakInLocateId = true;
21299
0
    }
21300
0
}
21301
21302
void ImGui::DebugLocateItemResolveWithLastItem()
21303
0
{
21304
0
    ImGuiContext& g = *GImGui;
21305
21306
    // [DEBUG] Debug break requested by user
21307
0
    if (g.DebugBreakInLocateId)
21308
0
        IM_DEBUG_BREAK();
21309
21310
0
    ImGuiLastItemData item_data = g.LastItemData;
21311
0
    g.DebugLocateId = 0;
21312
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
21313
0
    ImRect r = item_data.Rect;
21314
0
    r.Expand(3.0f);
21315
0
    ImVec2 p1 = g.IO.MousePos;
21316
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
21317
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
21318
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
21319
0
}
21320
21321
void ImGui::DebugStartItemPicker()
21322
0
{
21323
0
    ImGuiContext& g = *GImGui;
21324
0
    g.DebugItemPickerActive = true;
21325
0
}
21326
21327
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
21328
void ImGui::UpdateDebugToolItemPicker()
21329
59.7k
{
21330
59.7k
    ImGuiContext& g = *GImGui;
21331
59.7k
    g.DebugItemPickerBreakId = 0;
21332
59.7k
    if (!g.DebugItemPickerActive)
21333
59.7k
        return;
21334
21335
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
21336
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
21337
0
    if (IsKeyPressed(ImGuiKey_Escape))
21338
0
        g.DebugItemPickerActive = false;
21339
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
21340
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
21341
0
    {
21342
0
        g.DebugItemPickerBreakId = hovered_id;
21343
0
        g.DebugItemPickerActive = false;
21344
0
    }
21345
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
21346
0
        if (change_mapping && IsMouseClicked(mouse_button))
21347
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
21348
0
    SetNextWindowBgAlpha(0.70f);
21349
0
    if (!BeginTooltip())
21350
0
        return;
21351
0
    Text("HoveredId: 0x%08X", hovered_id);
21352
0
    Text("Press ESC to abort picking.");
21353
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
21354
0
    if (change_mapping)
21355
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
21356
0
    else
21357
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
21358
0
    EndTooltip();
21359
0
}
21360
21361
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
21362
void ImGui::UpdateDebugToolStackQueries()
21363
59.7k
{
21364
59.7k
    ImGuiContext& g = *GImGui;
21365
59.7k
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21366
21367
    // Clear hook when id stack tool is not visible
21368
59.7k
    g.DebugHookIdInfo = 0;
21369
59.7k
    if (g.FrameCount != tool->LastActiveFrame + 1)
21370
59.7k
        return;
21371
21372
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
21373
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
21374
5
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
21375
5
    if (tool->QueryId != query_id)
21376
0
    {
21377
0
        tool->QueryId = query_id;
21378
0
        tool->StackLevel = -1;
21379
0
        tool->Results.resize(0);
21380
0
    }
21381
5
    if (query_id == 0)
21382
5
        return;
21383
21384
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
21385
0
    int stack_level = tool->StackLevel;
21386
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
21387
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
21388
0
            tool->StackLevel++;
21389
21390
    // Update hook
21391
0
    stack_level = tool->StackLevel;
21392
0
    if (stack_level == -1)
21393
0
        g.DebugHookIdInfo = query_id;
21394
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
21395
0
    {
21396
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
21397
0
        tool->Results[stack_level].QueryFrameCount++;
21398
0
    }
21399
0
}
21400
21401
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
21402
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
21403
0
{
21404
0
    ImGuiContext& g = *GImGui;
21405
0
    ImGuiWindow* window = g.CurrentWindow;
21406
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21407
21408
    // Step 0: stack query
21409
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
21410
0
    if (tool->StackLevel == -1)
21411
0
    {
21412
0
        tool->StackLevel++;
21413
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
21414
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
21415
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
21416
0
        return;
21417
0
    }
21418
21419
    // Step 1+: query for individual level
21420
0
    IM_ASSERT(tool->StackLevel >= 0);
21421
0
    if (tool->StackLevel != window->IDStack.Size)
21422
0
        return;
21423
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
21424
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
21425
21426
0
    switch (data_type)
21427
0
    {
21428
0
    case ImGuiDataType_S32:
21429
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
21430
0
        break;
21431
0
    case ImGuiDataType_String:
21432
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
21433
0
        break;
21434
0
    case ImGuiDataType_Pointer:
21435
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
21436
0
        break;
21437
0
    case ImGuiDataType_ID:
21438
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
21439
0
            return;
21440
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
21441
0
        break;
21442
0
    default:
21443
0
        IM_ASSERT(0);
21444
0
    }
21445
0
    info->QuerySuccess = true;
21446
0
    info->DataType = data_type;
21447
0
}
21448
21449
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
21450
0
{
21451
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
21452
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
21453
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
21454
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
21455
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
21456
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
21457
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
21458
0
        return (*buf = 0);
21459
#ifdef IMGUI_ENABLE_TEST_ENGINE
21460
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
21461
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
21462
#endif
21463
0
    return ImFormatString(buf, buf_size, "???");
21464
0
}
21465
21466
// ID Stack Tool: Display UI
21467
void ImGui::ShowIDStackToolWindow(bool* p_open)
21468
0
{
21469
0
    ImGuiContext& g = *GImGui;
21470
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
21471
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
21472
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
21473
0
    {
21474
0
        End();
21475
0
        return;
21476
0
    }
21477
21478
    // Display hovered/active status
21479
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21480
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
21481
0
    const ImGuiID active_id = g.ActiveId;
21482
#ifdef IMGUI_ENABLE_TEST_ENGINE
21483
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
21484
#else
21485
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
21486
0
#endif
21487
0
    SameLine();
21488
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
21489
21490
    // CTRL+C to copy path
21491
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
21492
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
21493
0
    SameLine();
21494
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
21495
0
    if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal))
21496
0
    {
21497
0
        tool->CopyToClipboardLastTime = (float)g.Time;
21498
0
        char* p = g.TempBuffer.Data;
21499
0
        char* p_end = p + g.TempBuffer.Size;
21500
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
21501
0
        {
21502
0
            *p++ = '/';
21503
0
            char level_desc[256];
21504
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
21505
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
21506
0
            {
21507
0
                if (level_desc[n] == '/')
21508
0
                    *p++ = '\\';
21509
0
                *p++ = level_desc[n];
21510
0
            }
21511
0
        }
21512
0
        *p = '\0';
21513
0
        SetClipboardText(g.TempBuffer.Data);
21514
0
    }
21515
21516
    // Display decorated stack
21517
0
    tool->LastActiveFrame = g.FrameCount;
21518
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
21519
0
    {
21520
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
21521
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
21522
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
21523
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
21524
0
        TableHeadersRow();
21525
0
        for (int n = 0; n < tool->Results.Size; n++)
21526
0
        {
21527
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
21528
0
            TableNextColumn();
21529
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
21530
0
            TableNextColumn();
21531
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
21532
0
            TextUnformatted(g.TempBuffer.Data);
21533
0
            TableNextColumn();
21534
0
            Text("0x%08X", info->ID);
21535
0
            if (n == tool->Results.Size - 1)
21536
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
21537
0
        }
21538
0
        EndTable();
21539
0
    }
21540
0
    End();
21541
0
}
21542
21543
#else
21544
21545
void ImGui::ShowMetricsWindow(bool*) {}
21546
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
21547
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
21548
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
21549
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21550
void ImGui::DebugNodeFont(ImFont*) {}
21551
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21552
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21553
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21554
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21555
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21556
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21557
21558
void ImGui::DebugLog(const char*, ...) {}
21559
void ImGui::DebugLogV(const char*, va_list) {}
21560
void ImGui::ShowDebugLogWindow(bool*) {}
21561
void ImGui::ShowIDStackToolWindow(bool*) {}
21562
void ImGui::DebugStartItemPicker() {}
21563
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21564
21565
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21566
21567
//-----------------------------------------------------------------------------
21568
21569
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21570
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
21571
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
21572
#include "imgui_user.inl"
21573
#endif
21574
21575
//-----------------------------------------------------------------------------
21576
21577
#endif // #ifndef IMGUI_DISABLE